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	<id>https://wiki.trainzsimulator.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sourtoe</id>
	<title>TrainzOnline - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.trainzsimulator.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sourtoe"/>
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	<updated>2026-11-05T05:26:25Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=TRS22&amp;diff=31965</id>
		<title>TRS22</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=TRS22&amp;diff=31965"/>
		<updated>2022-02-22T17:43:06Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Adding links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=+1&amp;gt;TRS22&amp;lt;/font&amp;gt; or &amp;lt;b&amp;gt;Trainz Railroad Simulator 2022&amp;lt;/b&amp;gt;, is the latest version of the very popular simulation game, &amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://en.wikipedia.org/wiki/Trainz Trainz]&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt; by N3V Games. Initially released as a TrainzPlus Beta upgrade on December 21, 2021, &amp;lt;b&amp;gt;Surveyor 2.0&amp;lt;/b&amp;gt; features a completely revamped interface for creating, building, and operating Trainz Routes.  On February 11, 2022, Tony Hilliam announced the release of &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.trainzportal.com/news/view/trainz-release-schedule-update TRS22 &amp;quot;Early Access Edition&amp;quot;]&amp;lt;/span&amp;gt; in anticipation of a late-March 2022 official release of &amp;lt;b&amp;gt;TRS2022&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Trainz users&amp;amp;mdash;for some approaching 20 years of gaming with Surveyor &amp;quot;classic&amp;quot;&amp;amp;mdash;will find that the revamped user interface requires a substantial learning curve to use and explore all the Surveyor 2.0 tools. The familiar tools are available, but their arrangement and GUI display differs radically from the classic surveyor interface. To aid users in getting started, N3V Games provides an &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://docs.trainzsimulator.com/docs/surveyor20 S20 online guide]&amp;lt;/span&amp;gt;. If you are new to Trainz, you may wish to also explore &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Route_and_Session_Basics TRS 2019 Basics]&amp;lt;/span&amp;gt;, a detailed introduction to how to use the properties and features of Routes and Sessions when creating layouts for Trainz. Although specific to TRS2019, this well-illustrated guide has applicability to all Trainz versions, important to acquiring a basic understanding of the terminology and workings of Trainz.&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=TRS22&amp;diff=31964</id>
		<title>TRS22</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=TRS22&amp;diff=31964"/>
		<updated>2022-02-22T17:12:26Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Start this Wiki page; needs a place for Wiki searches to land.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=+1&amp;gt;TRS22&amp;lt;/font&amp;gt; or &amp;lt;b&amp;gt;Trainz Railroad Simulator 2022&amp;lt;/b&amp;gt;, is the latest version of the very popular simulation game, &amp;lt;b&amp;gt;Trainz&amp;lt;/b&amp;gt; by N3V Games. Initially released as a TrainzPlus Beta upgrade on December 21, 2021, &amp;lt;b&amp;gt;Surveyor 2.0&amp;lt;/b&amp;gt; features a completely revamped interface for creating, building, and operating Trainz routes.  On February 11, 2022, Tony Hilliam announced the release of &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.trainzportal.com/news/view/trainz-release-schedule-update TRS22 &amp;quot;Early Access Edition&amp;quot;]&amp;lt;/span&amp;gt; in anticipation of a late-March 2022 official release of &amp;lt;b&amp;gt;TRS2022&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Trainz users&amp;amp;mdash;for some approaching 20 years of gaming with Surveyor &amp;quot;classic&amp;quot;&amp;amp;mdash;will find that the revamped user interface requires a substantial learning curve to use and explore all the Surveyor 2.0 tools. The familiar tools are available, but their arrangement and GUI display differs radically from the classic surveyor interface. To aid users in getting started, N3V Games provides an &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://docs.trainzsimulator.com/docs/surveyor20 S20 online guide]&amp;lt;/span&amp;gt;.&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=31425</id>
		<title>How to Make Good Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=31425"/>
		<updated>2022-01-23T18:13:44Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Add picture of waves hitting a shore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz aficionados are a diverse group with varied interests in one or more of the multiple aspects of this game.  Developing the scenery that surrounds the tracks is one such aspect, but one that only a few have really mastered.  This How-To page will introduce those interested in improving the look of their route to techniques they can learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
= Layout =&lt;br /&gt;
&lt;br /&gt;
The first thing to understand about layout of a Route is the &amp;lt;b&amp;gt;ground type&amp;lt;/b&amp;gt;. From TS2009 onward, Trainz releases have included two ground types:&lt;br /&gt;
* &#039;&#039;&#039;classic, 10-m grid&#039;&#039;&#039; - the original Trainz ground type and the default;&lt;br /&gt;
* &#039;&#039;&#039;classic, 5-m grid&#039;&#039;&#039; - ground type using the classic texturing technique, but storing four times the number of sample points.&lt;br /&gt;
The 5-m grid is great for fine detail close to the track but, as always, with an increase in detail comes a potential impact on performance. A mix of 10- and 5-m grids can be utilized: the 5-m grid used near the track where high detail is desirable, the 10-m grid in all other places. Implementing grid type is discussed elsewhere (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Ground_Types Ground Types]&amp;lt;/span&amp;gt;&#039;&#039;) but realize that the grid type is set independently for each [[baseboard]] and not some portion of a baseboard.  Only the &amp;lt;b&amp;gt;Paint&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tools are impacted by the grid size setting. &lt;br /&gt;
&lt;br /&gt;
With respect to the layout of a Route or Map, Trainz users tend to follow one of two models: the &#039;&#039;&#039;Linear&#039;&#039;&#039; model or the &#039;&#039;&#039;Area&#039;&#039;&#039; model.  Placement of [[baseboard]]s end to end allows the Linear model to develop long track runs with minimal effort. An excellent example is &amp;quot;Belarusian woodland&amp;quot; by Oleg Khim.  The Area model (a large map of many baseboard squares) takes more effort but can better render distant scenery.  Excellent examples of this style are &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; by jango and &amp;quot;Bodmin &amp;amp; Wenford Railway TRS2019&amp;quot; by marky7890. The two layouts styles are sometimes combined: area style layouts used for places of cities, dense industries, and complex train yards connected by long runs of linear style layouts. An example approaching this mixed style is &amp;quot;Coal Country&amp;quot; by Scratchy and &amp;quot;Rodnye Prostory - SND&amp;quot; by TrainzLagutin 1995.  Note that layout choice is independent of prototypical vs. imaginary route design. However, scenery choices will be influenced by the model you choose to employ.&lt;br /&gt;
&lt;br /&gt;
With the Linear model, the edge of the baseboard is always a short distance away from the track, dictating specific scenery choices to obscure this fact from the view of the train. The Area model is especially suitable to creating  mountainous country, such as depicted in &amp;quot;TRS19 Canadian Rocky Mountains - Viktor Lake to Ross Peak &amp;amp; Glacier&amp;quot; by RoysTrainz. Mountains that rise high above the track elevation require space to gain that elevation without displaying unreal slopes  and &amp;quot;TRS2019 Canadian Rocky Mountains Ottertail to Castle Jct&amp;quot; by RoysTrainz shows just how big a map is needed to provide massive mountain peaks. The Area model can also be used to compress a lot of track in a small baseboard set by separating track areas with tall features (hills or backdrops). This layout &amp;quot;folds&amp;quot; a Linear track into an Area layout following techniques used by model railroad builders/designers.&lt;br /&gt;
&lt;br /&gt;
===Edge of World ===&lt;br /&gt;
No matter the size of the layout developed, the reality is your world map will have an edge.  If a square or rectangular configuration of baseboards is maintained with expansion, this edge will simply appear as the end of the world so long as your viewpoint remains on the map. However, with the &amp;lt;b&amp;gt;Linear&amp;lt;/b&amp;gt; style especially, maintaining a rectangular or square map is not possible for routes of any size. On flat terrain, the view from close to the tracks can show the sides of baseboards at the margins in what has been dubbed the &amp;quot;world edge effect&amp;quot;. Fortunately, this problem can be reduced or avoided in a number of different ways. Here, we list the following aids to hide the &amp;quot;world edge&amp;quot; (each is discussed below under the appropriate subject): &lt;br /&gt;
* behind scenery objects;&lt;br /&gt;
* behind backdrops or a &amp;quot;double rise&amp;quot; (distant high terrain);&lt;br /&gt;
* behind higher elevation topography (hills or mountains);&lt;br /&gt;
* by extending water (ocean or large lake) to the &amp;quot;horizon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The ever popular &amp;quot;Mojave Sub Division&amp;quot; by Jointedrail presents an interesting situation.  A prototypical route, track direction and terrain are set by the real world and terrain varies from steep, high hills  to flat desert and valley bottom, in places changing dramatically. The &amp;quot;world edge&amp;quot; effect is dealt with by the breadth of this linear layout (width varies from 6 to 12 baseboards), yet the &amp;quot;edge&amp;quot; remains conspicuous in many locations.  A relatively small Area style route depicting terrain with minimal topography that deftly handles hiding the map edges is &amp;quot;Fall Harvest-Nebraska&amp;quot; by Robert3a0.  In this route, minimizing the vertical faces of baseboards applies two tricks: distancing the tracks from the edges and using long straight arrangements of baseboards. &lt;br /&gt;
&lt;br /&gt;
= Hills and Valleys =&lt;br /&gt;
&lt;br /&gt;
Enhancing topography changes a flat baseboard into one with hills and valleys, opening up opportunities for road and railroad cuts, viaducts and bridges, and, of course, tunnels.  Varied topography establishes glimpses of the wider world as a train moves down the track.  Of course, a generally flat terrain is realistic for many parts of the world and certainly not a &#039;bad&#039; thing. Topography on a Route is developed using tools found in the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology menu]&#039;&#039;&#039;&amp;lt;/span&amp;gt; in Surveyor mode (correct term would be &amp;quot;topography&amp;quot;).  The top row in this menu has tools for &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;A&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.  These tools are explained on the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology Help Page]&#039;&#039;&#039;&amp;lt;/span&amp;gt;. However, before applying, set the radius and sensitivity of the tool with the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Cursor radius &#039;+/-&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sensitivity &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dials, respectively.  The next row has additional settings, the most useful of which is on the right: the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool.  The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get height &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool appears to do nothing useful in TRS2019 (see &amp;quot;Problems&amp;quot; at bottom). However, the elevation of a point on the baseboard can be obtained using the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool instead. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Use height &#039;H&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; window  sets the topography tool to draw the ground at the elevation setting entered (or obtained with the Plateau &#039;P&#039; tool) in the Height Value window to the left. &lt;br /&gt;
&lt;br /&gt;
The process of creating a varied terrain starts by raising (and perhaps lowering) the ground surface using moderate radius and sensitivity settings (or higher settings to create mountainous topography). Practice using different settings for radius and sensitivity to develop skill in using these tools.  Once the basic terrain has been established, the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool can be an excellent smoothing instrument, even on sloped ground.  Set the sensitivity high and the radius on however large an area is to be smoothed (best results are achieved using a high radius setting).  The Plateau setting uses the elevation at the tool center; moving it quickly over a limited area and regularly resetting the center point will change a rough surface into a smooth slope. Moving the tool along a contour works best.  Again, practice  is necessary to acquire this skill.  Assuming your tracks are already in place, this setting (with radius set at small) allows you to bring slopes in close for realistic cuts or fills near the line. &lt;br /&gt;
&lt;br /&gt;
All land is the result of the forces of erosion and gravity acting upon some earlier (geologically earlier) uplift. You can raise up the land, but fine tuning is then applied for a more realistic look and this entails removing portions of the uplift. Steeper slopes (cliffs) represent more resistant material: that is, rock; but mass-wasting (localized landslides) can create a cliff in more easily eroded material.  Indeed, concave slopes present a picture of substantial, on-going erosion whereas convex slopes are more often seen in late-stage eroded landscapes (hills and gentle valleys). However, these are generalizations and slope form is highly varied in most regions. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tools are used to shape the land, usually at small to medium radius and medium sensitivity settings.  Height up &#039;U&#039; produces a convex surface and Height down &#039;D&#039; produces a concave surface where applied on a slope.&lt;br /&gt;
&lt;br /&gt;
Very fine adjustments around tracks, roads, or buildings require putting radius and sensitivity at their lowest settings and clicking as needed to adjust the land height in relation to the object. Two things need be understood in applying this action, foremost of which is the fact that only clicking directly on a grid vertex point will cause the ground to rise or fall.  If hidden by ground texture, you may need to move around a bit to find the &amp;quot;sweet spot&amp;quot;.  Secondly, raising or lowering the ground may also raise or lower the object, requiring later object height adjustment.  However, for spline objects, if the height as been set (the white spinning circle changed to a yellow spinning circle) adjustment of the ground surface will not effect the spline vertex and raising the ground can bury part of the spline.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffb0 width=&amp;quot;750&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=25&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;A&amp;lt;/font&amp;gt;djusting the ground height around a spline vertex can be frustrating if you have not first &amp;quot;fixed&amp;quot; the vertex height.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Topography Shortcuts ==&lt;br /&gt;
&lt;br /&gt;
A new baseboard has a flat surface at 0.00 (feet or meters). Transforming this into a higher (or lower) elevation can be time-consuming using the height up or down tools available in the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; Menu.  Putting the Radius &#039;R&#039; at maximum will speed up the process, but the &amp;lt;b&amp;gt;Use height &#039;H&#039;&amp;lt;/b&amp;gt; tool can make fast work of bringing up the entire (or much of) the new baseboard to an elevation typed into the Height value window and then &amp;quot;painting&amp;quot; with the tool across the baseboard surface. To extend tall hills or mountains, the &amp;lt;b&amp;gt;Copy and paste&amp;lt;/b&amp;gt; tool is an even faster option.  Copy a large area from a previously created upland, unselecting all but the &amp;lt;b&amp;gt;Paste height&amp;lt;/b&amp;gt; option, then in &amp;lt;b&amp;gt;Paste mode&amp;lt;/b&amp;gt; drop the copied area onto the new location(s).  Do not unselect the &amp;lt;b&amp;gt;Paste textures&amp;lt;/b&amp;gt; mode if you also wish to maintain the colors/textures from the original version. Use the Plateau &#039;P&#039; tool to smooth out transition areas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Layout|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Object and Spline Assets|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Object and Spline Assets =&lt;br /&gt;
Two types of assets exist in Trainz: &amp;lt;b&amp;gt;objects&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;splines&amp;lt;/b&amp;gt;.  In surveyor mode, scenery objects are added and manipulated using the Objects Menu reached by clicking on the &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt; tab. Tracks and objects directly related to tracks are dealt with separately under the &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; tab. For explanations on the various tools and settings provided see pages describing the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Objects_Tab Objects Tab]&amp;lt;/span&amp;gt; and &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Track_Tools Tracks Tab]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Spline Shadows===&lt;br /&gt;
Implementation of shadows cast by objects was one of the great steps forward made by Trainz to render a realistic GUI.  Certain objects, notably spline objects with a low profile (such as roads and tracks) should not, of course, cast a shadow. To avoid this problem, the spline must be set down tight against the ground; any gap between the spline and the ground will appear as a dark line (a shadow).  Spline objects conform to variations in slope as the spline is laid, but fixing the spline points (this changes the vertex from a white to a yellow rotating circle) with the &amp;lt;b&amp;gt;Adjust spline height &#039;H&amp;quot;&amp;lt;/b&amp;gt; setting in &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;Spline height &#039;H&#039; &amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;&#039;Spline mode &#039;S&#039;&amp;lt;/b&amp;gt; for &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt;) removes ground conforming between the points.  Small rises now bury the spline and small dips produce a shadow. On a perfectly level board, these particular problems do not occur, although many spline objects will still cast a shadow if not height adjust. The solution is to bring the spline segments back into close conformance with the ground. Two possible approaches &amp;amp;mdash;adjust the spline height or adjust the ground height&amp;amp;mdash;may both need to be utilized wherever on a Route the shadowing is clearly observable.&lt;br /&gt;
&lt;br /&gt;
A first step is to use the &amp;lt;b&amp;gt;&#039;Smooth spline &#039;S&#039;&amp;lt;/b&amp;gt; tool found in the &amp;lt;b&amp;gt;Advanced&amp;lt;/b&amp;gt; section of the Spline Mode menu (same tool is &amp;lt;b&amp;gt;Smooth spline height &#039;S&#039;&amp;lt;/b&amp;gt; in the advanced tools for &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt;). This tool corrects the terrain topography under the spline segment (section between two vertices) clicked on.  The spline is smoothed and the ground brought into conformance with the spline.  But this conformance may or may not eliminate a shadow, depending on the particular asset, as many are created to lie slightly above the ground. The next step is to apply the &amp;lt;b&amp;gt;&#039;Spline height &#039;H&#039;&amp;lt;/b&amp;gt; tool under Advanced )&amp;lt;b&amp;gt;Adjust spline height &#039;H&#039;&amp;lt;/b&amp;gt; for track splines), lowering the vertices while holding down the CTRL key (allows very fine adjustments).  Using the Smooth spline height tool may not be desirable in some situations, as it has an impact over topography some distance from the spline (may level the ground too far out from the road or track). In this case, the ground will need to be raised up to the spline to eliminate the shadow. The tool used is &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Topolgy&amp;lt;/b&amp;gt; menu, putting both Radius and Sensitivity on the absolute lowest settings. The &amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool may need to be employed to make adjustments.  Realize, both tools only operate if clicked on a grid vertex, having no effect if clicked away from a vertex. The tools raise or lower a vertex and the ground &amp;quot;follows&amp;quot; as a surface determined by the surrounding vertices.&lt;br /&gt;
&lt;br /&gt;
Achieving &amp;quot;no shadow&amp;quot; may be impossible in some small parts of a segment due to bending of the spline. Moving the spline point closer to a grid vertex may help. Using spline assets with &amp;quot;skirts&amp;quot; (for example, ballast in track splines) certainly makes the process easier as these have greater height latitude. Simply hiding conspicuous shadows with a grass asset or placing an object like a car on the shadow are other options.&lt;br /&gt;
&lt;br /&gt;
===Backdrops===&lt;br /&gt;
&#039;&#039;&#039;Backdrops&#039;&#039;&#039; are used to create the illusion of distant terrain, enabling builders to set up landscaped horizons such as mountains and cityscapes quicker and with less impact to the frame-rate. To achieve this, a backdrop has a much greater draw distance than other scenery assets so that it is visible from far away (5 km or ~5000 yds). Backdrops are valuable with layouts based on the &amp;lt;b&amp;gt;Linear Model&amp;lt;/b&amp;gt;, particularly where there is minimal topography (steppes and plains), obviating the need to add map squares to create a sense of distance beyond the tracks.  Even in &amp;lt;b&amp;gt;Area Model&amp;lt;/b&amp;gt; layouts backdrops can be used to great advantage, as is aptly demonstrated  by Jango in &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; in which distant villages are skillfully rendered by short backdrops.&lt;br /&gt;
&lt;br /&gt;
Backdrops are provided as either object assets or spline assets. Because these assets are relatively easy to create and typically designed for specific purposes to match the developer&#039;s route, backdrops available on the DLS vary widely in subject and quality. &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Content_ManagerSearch Search]&amp;lt;/span&amp;gt; for &amp;quot;backdrop&amp;quot; in the DLS for access to an extensive number of offerings.&lt;br /&gt;
&lt;br /&gt;
A form of backdrop labeled a &amp;quot;&amp;lt;b&amp;gt;double rise&amp;lt;/b&amp;gt;&amp;quot; is created with the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool. A low hill or objects (for example trees or buildings) are used close by the tracks to obscure the land immediately beyond, which is made to slope downward, then rise up to create the illusion of far distant mountains or hills. The illusion is accomplished by using no objects or small objects to represent very distant trees on the far rise.  Painting and topography also contribute by using muted colors tending to more purple shades.  An example of this approach can be seen in the MSP route &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot;, where a distant snow-capped range is actually much closer to the tracks than would be possible in a narrow layout. The dip between the tracks and the far rise is obscured from view taking away from the viewer cues normally present to assess distance.      &lt;br /&gt;
&lt;br /&gt;
= Coloring (Painting) =&lt;br /&gt;
Coloring the landscape (&amp;quot;ground texturing&amp;quot;) is accomplished with the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Paint_Tools Paint Tool]&amp;lt;/span&amp;gt;&#039;&#039;&#039; &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt; tool. This tool opens a display of all the of the &amp;quot;paints&amp;quot; or tiles residing locally on your computer.  Each combines colors and textures (in 2D) providing hundreds of possible choices for painting the ground.  This tool is a paint brush with the ability, after selecting a tile, of enlarging the tile image (&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture scale &#039;Ctrl [/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;) and changing the tile orientation &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture direction &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;).  The diameter of the brush tool is set by the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Radius &#039;-/+&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dial. A &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get texture &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool turns on a pointer that, when clicked on a painted location on the map, loads the tile in the brush. The loaded tile is shown in the square directly above the &amp;quot;Radius&amp;quot; dial. If you locate a tile by typing a word/name in the box above the tile display columns, the square displaying the loaded tile does not work if you then select a tile using the selection tool, even though the selected tile is likely loaded into the brush. We say &amp;quot;likely&amp;quot; because a painted area can become a combination of several different tiles, with certain tiles dominating the selection tool to the exclusion of what is displayed.&lt;br /&gt;
&lt;br /&gt;
Once a selected tile is loaded, the image can be painted across the terrain. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. To the right of the cloud preview window and boxes to select ambient, sun, and water color is a vertical slider. Clicking on the green dot at the bottom of the time dial turns the slider on for midday.  Now adjust the slider to set a proper brightness; too bright, and your color tile selections will look washed out.&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
[[File:10-m-grid.jpg|300px|left|Baseboard with grid-size of 10-m]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
===Grid Size Effect===&lt;br /&gt;
One reason to not over utilize the 5-m grid size on a layout is the little difference selecting 5-m over 10-m makes for all but limited areas on a Route. Consider just two tiles; say ballast laid along a track cutting through grass.  On a 10-m grid, the ballast tends to flare out in triangles (depending upon the track angle relative to the underlying grid) or not appearing under the track at all in other places.  In the figure at left, the interaction of dry grass tiles and ballast tiles along the track in the distance shows triangles of ballast at 10-m grid setting. On a 5-m grid, this effect is much reduced, similar to that seen along the track in the foreground of the figure.  The ballast is more easily constrained to the vicinity of the track and the line between grass and ballast can be made closer to an expected line parallel with the rails. In essence, a 5-m grid does permit more precision in painting the ground color/texture where multiple colors/textures are interacting. This precision appears to be the only real advantage gained at the expense of an enhanced cost to performance, suggesting careful consideration of which baseboards might really benefit from having a 5-m grid setting. In fairness, the adverse rendering of adjacent tile interaction on a 10-m grid is less noticeable at low angles and can be ameliorated somewhat by using tiles having minimal contrast. &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Picking tile colors ==&lt;br /&gt;
The number of choices of coloring tiles is large, easily in the hundreds. Picking a suitable tile or combination of tiles is first a matter of deciding what sort of ground you wish to portray. The basic categories are going to be: vegetation, rock, bare soil, and water. Vegetation is likely to occupy the largest area of the map, except in very dry climates (e.g., deserts, dominated by bare soil) and rocky areas with thin soils. Water is discussed in more detail below under &amp;quot;Water Features&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Initially, decide on a suitable &amp;quot;theme&amp;quot; color best representative of the location and type of terrain you intend to emphasize (say, dry grassland) and paint broad areas with this theme color.  The purpose here is to unify your route&#039;s overall look. Of course, you might have more than one theme color if patches are typical or hills look different than valleys or plains. Understand that no single tile provides an entirely natural look if not augmented to some degree by other tiles.  These contrasting colors/textures might represent bare patches in the vegetation or subtle shadings or local changes in vegetation or soil type reflective of the real world.   &lt;br /&gt;
&lt;br /&gt;
=== Tile basics ===&lt;br /&gt;
Coloring the map surface is done by spreading small tiles over the map grid. We call these &amp;quot;tiles&amp;quot; because each is a usually six-sided pattern that is repeated &amp;lt;i&amp;gt;ad infinitum&amp;lt;/i&amp;gt; as it is laid down (painted). On the 10-m grid, the tool places a tile diagonally (NW to SE or NE to SW) only centered on the yellow grid intersections. You can control the area covered by the tool (&amp;lt;b&amp;gt;Radius &amp;quot;-/+&amp;quot;&amp;lt;/b&amp;gt;) and the pattern size (&amp;lt;b&amp;gt;Texture scale &amp;quot;Ctrl [/]&amp;quot;&amp;lt;/b&amp;gt;)&amp;amp;mdash;this is not the area covered, but an enlargement of the actual pattern. Available tiles range from plain color to complex patterns mimicking ground textures of all sorts. Many of these are very good and others, not so good. Because the painting involves laying tiles one after the other, &amp;lt;b&amp;gt;secondary patterns&amp;lt;/b&amp;gt; are almost inevitable. The better texture tiles tend to minimize this.  If a created tile is even a little darker in one part than elsewhere, a secondary pattern will appear. How troublesome these secondary patterns are depends upon the viewed distance. Viewed from the cab, close-in chase, or lineside cameras, secondary patterning is not usually a huge problem.&lt;br /&gt;
&lt;br /&gt;
Secondary patterns can be distracting but several options exist to minimize the problem. First, for broad (e.g., &amp;quot;theme&amp;quot;) area painting, select tiles that lack strong contrasts in color (appear highly textured) as these produce very noticeable secondary patterns. Here, selection for color is more important than texture; save highly textured tiles for areas close to the track. Use the Texture scale &#039;Ctrl [/]&#039; set high or at maximum to reduce the frequency of repeat of the pattern.  Regularly change the Texture direction &#039;[/]&#039; and Scale settings as the tile is painted over broad areas to break up the secondary pattern, although adjusting Texture scale Ctrl &#039;[/]&#039; too far downward may not be helpful. Another option might be to create a complex ground pattern mixing several different tiles and applying this to the broader areas using the Copy and paste tool. Finally, realize that covering the ground with a high density of objects (such as lots of trees) can effectively obscure the secondary pattern (of the forest floor). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
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&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Water Features|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
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= Water Features =&lt;br /&gt;
Of all the various landforms one can create, water features hold the greatest potential for enhancing scenery along a Route. And water is superbly rendered using the water tools found in the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php?title=Help/Topology_Tab Topology Tab]&amp;lt;/span&amp;gt;&#039;&#039;&#039;. Three tools are provided: &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Add water &#039;W&#039;, Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. An input box for setting water surface height is provided.  The &#039;&#039;Add water&#039;&#039; tool paints a surface in the same manner as coloring, described elsewhere.  However, the water surface has unique properties, the most significant being transparency and reflectivity. Improvements in rendering of these properties with each successive Trainz version has been a major contribution to making a realistic CGI.&lt;br /&gt;
&lt;br /&gt;
Painting water establishes a level surface at the setting in the &#039;&#039;water surface height&#039;&#039; box. Expanding this surface always maintains the same height as long as you begin painting from the existing surface (no need to adjust the setting).  The  &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool adjust the entire connected surface all at once, but does not change any other water surfaces on the map not connected to the one being adjusted. Thus, you can create a series of lakes at different elevations so long as the water surfaces of each are not connected. Determine this independence by selecting &amp;lt;b&amp;gt;Wireframe View&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Display Menu&amp;lt;/b&amp;gt; (or pressing &amp;lt;b&amp;gt;F9&amp;lt;/b&amp;gt;). This displays the baseboard in white and the water surface(s) in grey, removing all the painted surfaces.  Use the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool to disconnect close-by water surfaces that you wish to set to different heights. Working upstream of a long river, you can progressively raise the surface of segments at points with rapids, waterfalls, or dams. Just be sure the water surface is broken at these points. An oddity built into the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool is that if you hold down the Shift-Key while raising or lowering the water surface, the surface becomes bendy, going up or down within a limited area, no longer representing a level surface. If you bend it too much, it snaps back to a level surface at some new height. There must be a use for this?&lt;br /&gt;
&lt;br /&gt;
=== Water Color ===&lt;br /&gt;
Because the water surface is transparent, the color of the water feature and/or the nature of the bottom can be established by coloring the underlaying board surface. Creating muddy water or an algae-colored pond then becomes a matter of selecting an underlying color producing the desired result. The intensity of these underwater paints is controlled NOT by the distance between the water surface and the baseboard (water depth), but by distance from a shore. Over a baseboard without coloring, water has a color based on settings as described in the next paragraph; the board grid shows through for a distance up to about 40 m (130 ft) from a shore.  Beyond that, the bottom fades away (no matter how colored) and water color darkens. This property is one of the great improvements made between TRS2012 and TRS2019 versions. Essentially, realistic deep water is built in and need not be rendered by painting the bottom with progressively darker color or physically lowering the surface (which never worked anyway).  Thus, the offshore bottom need not be any deeper than the nearshore shoaling.  Ocean depths are not rendered by grid depth or coloring; you can bother to color or not color deep water bottom.  See &amp;quot;ocean and large lakes&amp;quot; below to learn how to tweak the color of deep water on your route. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. Here you can set the color of your water features (one setting sets all).  Make sure the time dial is pointing straight down (noon) and click on the green dot below it.  Selecting any dot turns on the tools that establish the color ambiance of the Route at the time of day represented by the position of the green dot, but starting with noon is most influential for the daylight hours. The three boxes to the right of the cloud preview determine what the color dials will influence; the bottom box is &amp;lt;b&amp;gt;water color&amp;lt;/b&amp;gt;. Selecting that box and then tweaking the red, green, and blue color dials allows setting water color over a wide range.  The vertical slider to right sets the overall brightness of the scene (not just water).  A well illustrated description of setting water color is found at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Water_Colour Environment Tools - Water Colour]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Water Surface===&lt;br /&gt;
&lt;br /&gt;
In addition to transparency and reflectivity, the water surface in Trainz has a third unique property: that of water surface condition. Nine different &amp;quot;sea state&amp;quot; conditions are available under &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt;. Select &amp;lt;b&amp;gt;Environment&amp;lt;/b&amp;gt; (sun rising icon) and note &amp;lt;b&amp;gt;Water&amp;lt;/b&amp;gt; (2nd from bottom).  Click on the text window to produce a list of available options. If your water surface is showing behind the &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt; window, you will see instantly the effect of changing the water surface property from &amp;quot;glassy&amp;quot; through &amp;quot;rough&amp;quot;. The setting will apply to all the water surfaces created on your route, so you may have to compromise if you have both ocean and inland lake/pond water features. Click on &amp;quot;&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;&amp;quot; (top right)&amp;amp;mdash;your selection is saved and the window closed (see also &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Set_the_Water_Surface Environment Tools - Set Water Surface]&amp;lt;/span&amp;gt;).&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Two other choices (selected on the left) are &amp;lt;b&amp;gt;Environment -&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The water surface color is influenced by the sky. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rivers and Streams ===&lt;br /&gt;
Several options exist for rendering a river or stream on a route map. The most direct and perhaps easiest to create is a narrow, linear basin with a water surface. Painting the water surface confined by a topography of banks and detailed with appropriate bank and bottom coloring tiles produces a very satisfactory aquatic feature that can be lined with trees, shrubs, and/or grasses.  Important to remember in creating the course of the feature is to develop meanders and bends, minimizing long straight segments. &lt;br /&gt;
&lt;br /&gt;
In a landscape of topographic relief (mountainous), extending a linear feature with the level water surface may prove impractical, requiring that the water surface be broken up into unconnected segments that can rise step-like as the stream extends upslope.  A good example of how to &amp;quot;connect&amp;quot; these segments is provided in the MPS Route, &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot; where a wild river is depicted flowing from tributaries and lakes down to a coastal estuary. &lt;br /&gt;
&lt;br /&gt;
Creeks and small streams can be perennial (contain water year-round) or intermittent (flowing water present during the wet season).  Dry streams might be created by a contrasting tile &amp;quot;material&amp;quot; representing sand, mud, or rounded boulders/gravel as a bed winding across the terrain beyond the banks.  A number of stream spline objects are available to represent water, the splines presenting different widths and colors (search the Download Station for &amp;quot;stream&amp;quot; and &amp;quot;river&amp;quot;). For wider splines, first create the physical channel, lay the spline in, and then cover the edges by raising the banks. Narrow splines can be used in short segments where the water is just glimpsed within a dense riparian vegetation. If you do not set the spline height, the depicted feature will follow the ground surface (bed) you created.&lt;br /&gt;
&lt;br /&gt;
=== Ocean and large lakes ===&lt;br /&gt;
Sea coasts and large lakes are extensive water features extending out to a distant horizon.  Several baseboards out is sufficient, unless higher elevation views are anticipated (for example, a track laid well above the shore).  Because depth does not influence the appearance of the water body (see &amp;quot;water color&amp;quot; above), the ocean or lake baseboard  can be a level surface only a little below the water surface. Coloring the board is optional, except close to the shore where the map grid (&amp;quot;Grid (PBR)&amp;quot;) is visible.   If the &amp;quot;horizon&amp;quot;&amp;amp;mdash;the outermost baseboard&amp;amp;mdash;is kept to a line of baseboards oriented east-west or north-south, the appearance will be a natural one blending into the sky. However, if these horizon baseboards jog inward or outward, the sides of one or more baseboards (which are actually three dimensional blocks) will be seen (&amp;quot;World Edge&amp;quot; effect) from some points on the land. Pushing the horizon further out will reduce this obvious break in the horizon line to some degree, but not completely eliminate it. Placing a far shore (or another land) or an appropriate backdrop can solve this problem. &lt;br /&gt;
&lt;br /&gt;
It is possible to overcome the disappearance of bottom with distance from shore and, for example, create an offshore reef or shoal or just extensive shallow water with a unique bottom type or color.  Choose an area to create this and raise the bottom to just &amp;lt;u&amp;gt;above&amp;lt;/u&amp;gt; the water surface using the &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; tool set at low sensitivity. Then lower the area (&amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool) to just &amp;lt;u&amp;gt;below&amp;lt;/u&amp;gt; the water surface; the grid (or bottom color) will disappear. Now, click anywhere on the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool.  This has the effect of resetting the display relationship between the water surface and the bottom for the entire baseboard. The shoaled area, without any shore, will reappear and can be colored as sand or mud.  You can expand the shoal with the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool set at high sensitivity and wide radius. Although it may appear that nothing is happening as you do this, clicking the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool will reveal the change you are making. Switching to &amp;lt;b&amp;gt;Map View&amp;lt;/b&amp;gt; under the Camera Menu will show the bottom display as light blue for deep water (bottom not visible), light grey for visible but fading bottom, and dark grey (or some color if not &amp;quot;Grid (PBR)&amp;quot;) for shoal bottom.  Curiously, returning these areas to &amp;quot;deep water&amp;quot; will remove the shoal, but have no impact on the color scheme displayed in Map View (in Trainz Plus; could be adjusted in earlier Trainz builds).&lt;br /&gt;
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&amp;lt;td width=25&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Y&amp;lt;/font&amp;gt;ou can spot in tiles with white (for example, &amp;quot;ALWater 2&amp;quot;) to mimic waves breaking along a shore. Other mostly white paints can mimic crashing waves or rough water as shown in the example from Kahiki by Sourtoe. Try different tiles (look for stream or waterfall tiles) to achieve the desired effect.&amp;lt;br&amp;gt;The paint &amp;quot;MineralWater3&amp;quot; produces an intense aquamarine with a pattern of waves.&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[File:Rendering_Surf2.jpg|400px|left|A coastline showing waves hitting shore]]&amp;lt;/td&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
=== Water Effect Layer ===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Water_Effect_Layer Water Effect Layer]&amp;lt;/span&amp;gt;&#039;&#039;&#039; has been introduced primarily for Surveyor 2.0 and is available in &amp;lt;b&amp;gt;TRS19 SP4&amp;lt;/b&amp;gt;. However, a route can only have one system for rendering a water surface&amp;amp;mdash;the traditional &amp;quot;legacy water color&amp;quot; or the water effect layer&amp;amp;mdash;and functionality of the latter is presently limited. Converting a route from  legacy water color to Water Effect Layer is accomplished using the Edit Environment-Environment window in the Edit Menu, clicking the icon to the right of the select a water surface type. Converting requires a download and the result is removal of the legacy water surface and replacement with an inky black water surface.  &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Water_Effect_Layer Instructions for proceeding]&amp;lt;/span&amp;gt;&#039;&#039;&#039; are sparse at best. Converting back to the traditional water surface entails removing the water effects layer and then repainting water surface(s) everywhere on the route.  &lt;br /&gt;
&lt;br /&gt;
=Problems=&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;Get Height &#039;G&#039;&amp;lt;/b&amp;gt; tool of the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; menu is essentially non-functional; an elevation will sometimes be obtained (once only if Plateau &#039;P&#039; is set and &#039;G&#039; is typed), but the value is not  the current cursor point on the baseboard but some previous value selected. The &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool serves to obtain the elevation of a point on the baseboard in TRS2019. &lt;br /&gt;
{{clear}}&lt;br /&gt;
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&amp;lt;td width=100%&amp;gt;&lt;br /&gt;
Using the shortcut key, cap &#039;S&#039;, will crash the program in versions of &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt; earlier than Build 114800. Problem is fixed by updating to TRS2019 SP4.&lt;br /&gt;
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&amp;lt;td&amp;gt;[[file:Bug.png|link=]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=100%&amp;gt;&lt;br /&gt;
The &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; tool discussed above to set ambient brightness and water color lacks a &amp;quot;save&amp;quot; button. To complete your actions and presumably &amp;quot;save&amp;quot; your settings, you can only close the window. However, this action alone will &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; save your settings. Before closing surveyor you must make some other change to the map board, then save the session.&lt;br /&gt;
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=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
&lt;br /&gt;
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[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:Rendering_Surf2.jpg&amp;diff=31424</id>
		<title>File:Rendering Surf2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:Rendering_Surf2.jpg&amp;diff=31424"/>
		<updated>2022-01-23T17:52:38Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: From Kahiki Route by Sourtoe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From Kahiki Route by Sourtoe&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Use_Multiplayer_Surveyor&amp;diff=31423</id>
		<title>Use Multiplayer Surveyor</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Use_Multiplayer_Surveyor&amp;diff=31423"/>
		<updated>2022-01-23T16:33:47Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Problem with queue position number&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Multiplayer Surveyor&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; (&amp;lt;b&amp;gt;MPS&amp;lt;/b&amp;gt;) is a new Trainz Feature for &amp;lt;b&amp;gt;TrainzPlus&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Gold Class&amp;lt;/b&amp;gt; members.  Introduced in November 2020 (see Tony Hilliam on [https://www.trainzportal.com/news/view/view/enjoy-trainz-online| &amp;quot;Now Enjoy Trainz With Friends&amp;quot;]), MPS allows multiple players to collaborate on building a route stored on a cloud server.  In short, users can edit a route and operate trains on that route together in real time.  Detailed information on this new Trainz feature can be found at [http://online.ts2009.com/mediaWiki/index.php/Multiplayer_Surveyor Multiplayer Surveyor]. Note that MPS is very different from &amp;lt;b&amp;gt;Trainz Multiplayer&amp;lt;/b&amp;gt; (&amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/Trainz_Multiplayer MP]&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;) introduced in 2011. With MPS, the action is taking place on an Auran Server; users on a particular route are connecting to that route and its activities on the distant server.&lt;br /&gt;
&lt;br /&gt;
The MPS experience differs from standard (on your computer) Trainz in several important ways.  Available routes are shown on the bottom menu bar with purple titles and sorting to the far right.  The number of routes displayed is limited and you can remove any by selecting and then clicking on &amp;quot;ABANDON ROUTE&amp;quot;. A green check mark indicates a MPS route you have joined previously.  Selecting and clicking &amp;quot;EDIT ROUTE&amp;quot; will log you onto the cloud server and the selected route will slowly develop on your screen in surveyor mode. &lt;br /&gt;
There are no separate sessions; changes you (or others) make occur in real time, so the distinction between route editing and session operations is meaningless. However, while you can do both editing the route and driving a consist (assuming the owner has given you the proper permissions), these are different modes and must be selected from the TOOLS MENU. See &amp;quot;Driving a Train&amp;quot; and &amp;quot;Placing Assets&amp;quot; below. &lt;br /&gt;
&lt;br /&gt;
= Driving a Train =&lt;br /&gt;
&lt;br /&gt;
You can switch to driver mode (TOOLS MENU) at any time, although getting onto a train can be tricky.  First, switch to Driver Mode and click on the &amp;quot;blank&amp;quot; driver in the lower left corner to bring up all the drivers in a window. Add yourself if not listed. You will have two (or three) choices (active buttons to right of your picture).  At this point you need to have your desired train close by: clicking on the engine will activate the choice: &amp;quot;Move to Destination&amp;quot;. Clicking on this button, then on the train should assign you to that engine and driver controls should appear on bottom right. You are now in the driver seat with all five buttons to the right of your &amp;quot;image&amp;quot; active. If not, click on the engine again.  &amp;quot;Focus on Driver&amp;quot; will move the focus to you if you are, say, in Roaming mode.&lt;br /&gt;
&lt;br /&gt;
PROBLEMS: If controls over the camera view cease working, click on cab mode, then back to chase mode.&lt;br /&gt;
&lt;br /&gt;
Once you have been assigned to a train, moving back to Surveyor Mode will not change that assignment. If you are done driving that engine, click on the &amp;quot;Unassign Driver&amp;quot; and &amp;quot;Get off the Train&amp;quot; buttons to free up the consist for others to use (or they can just as easily unassign you). &lt;br /&gt;
 &lt;br /&gt;
= Placing Assets =&lt;br /&gt;
&lt;br /&gt;
Once a route is on the MPS server, you can (subject to owner-granted permissions) add or change assets in Surveyor Mode (default on opening; otherwse set in TOOLS MENU). Assets to develop the route are limited to a fixed content set; you cannot add assets from the DLS or anywhere else. You can view the available content set by &amp;quot;editing&amp;quot; (opening up) the routes titled: &amp;quot;More MPS Content&amp;quot; and &amp;quot;New MPS Content&amp;quot;. Other than this limitation, developing the landscape and adding assets is no different than in any other recent version of Trainz.&lt;br /&gt;
&lt;br /&gt;
PROBLEMS: If the tile you are editing turn all red, it means your changes in that specific area are being processed&amp;amp;mdash;hold off on further editing for a moment. Most often, this &amp;quot;red pause&amp;quot; will occur when adding or making changes to the track.&lt;br /&gt;
&lt;br /&gt;
= Communicating =&lt;br /&gt;
&lt;br /&gt;
Communicating with other crews and contributors is necessary for smooth operations in MPS and can be accomplished in several ways.  First, however, is consideration of just where to contact others about MPS, whether you have general questions or wish to learn more about MPS goings on in real time.  The Forum has many helpful posts, but finding these is difficult as topics often lack any organization (best bet is to search for &amp;quot;multiplayer surveyor&amp;quot;).  Searching for &amp;quot;MPS&amp;quot; will not be useful. Try visiting &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.Discord.com Discord.com]&amp;lt;/span&amp;gt;, where the channel &amp;lt;b&amp;gt;# MPS-general-chat&amp;lt;/b&amp;gt; is available for connecting to others online. Once you register, you will be sent automatically to wherever you left off each time you revisit (see Tony Hilliam on [https://forums.auran.com/trainz/showthread.php?160559 &amp;quot;Chat while you build on Discord&amp;quot;]). Useful can be that iserver maintenance or other problems that will prevent you from logging on to your MPS route (or boot you off) are announced here.&lt;br /&gt;
&lt;br /&gt;
If you examine the small black box in the upper left corner, you will see a list of others presently live in the session with you. These are &amp;lt;b&amp;gt;Chat participants&amp;lt;/b&amp;gt; that you can communicate with by typing messages in the space provided. &lt;br /&gt;
&lt;br /&gt;
=Problems=&lt;br /&gt;
&lt;br /&gt;
Clicking on some MPS routes listed in the menu bar may bring up the message: &amp;quot;Connecting to multiplayer server, please wait...Position in Queue: 4&amp;quot;. Number of &amp;quot;positions&amp;quot; may vary, but this message means a problem exists with the MPS route that you are attempting to join.  You will NOT be accessing it; waiting will do you no good. If all the listed routes give this error, the MPS Server is down.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
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=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/Multiplayer_Surveyor Multiplayer Surveyor]&amp;lt;/span&amp;gt; (MPS Q&amp;amp;A)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://www.trainzportal.com/News/view/enjoy-trainz-online Enjoy Trainz Online]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (Trainz Portal Q&amp;amp;A)&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/Trainz_Multiplayer Trainz Multiplayer]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (outdated Trainz Multiplayer page)&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
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[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=31214</id>
		<title>How to Make Good Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=31214"/>
		<updated>2022-01-02T02:41:41Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Start section on Effects Layer for Water&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz aficionados are a diverse group with varied interests in one or more of the multiple aspects of this game.  Developing the scenery that surrounds the tracks is one such aspect, but one that only a few have really mastered.  This How-To page will introduce those interested in improving the look of their route to techniques they can learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
= Layout =&lt;br /&gt;
&lt;br /&gt;
The first thing to understand about layout of a Route is the &amp;lt;b&amp;gt;ground type&amp;lt;/b&amp;gt;. From TS2009 onward, Trainz releases have included two ground types:&lt;br /&gt;
* &#039;&#039;&#039;classic, 10-m grid&#039;&#039;&#039; - the original Trainz ground type and the default;&lt;br /&gt;
* &#039;&#039;&#039;classic, 5-m grid&#039;&#039;&#039; - ground type using the classic texturing technique, but storing four times the number of sample points.&lt;br /&gt;
The 5-m grid is great for fine detail close to the track but, as always, with an increase in detail comes a potential impact on performance. A mix of 10- and 5-m grids can be utilized: the 5-m grid used near the track where high detail is desirable, the 10-m grid in all other places. Implementing grid type is discussed elsewhere (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Ground_Types Ground Types]&amp;lt;/span&amp;gt;&#039;&#039;) but realize that the grid type is set independently for each [[baseboard]] and not some portion of a baseboard.  Only the &amp;lt;b&amp;gt;Paint&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tools are impacted by the grid size setting. &lt;br /&gt;
&lt;br /&gt;
With respect to the layout of a Route or Map, Trainz users tend to follow one of two models: the &#039;&#039;&#039;Linear&#039;&#039;&#039; model or the &#039;&#039;&#039;Area&#039;&#039;&#039; model.  Placement of [[baseboard]]s end to end allows the Linear model to develop long track runs with minimal effort. An excellent example is &amp;quot;Belarusian woodland&amp;quot; by Oleg Khim.  The Area model (a large map of many baseboard squares) takes more effort but can better render distant scenery.  Excellent examples of this style are &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; by jango and &amp;quot;Bodmin &amp;amp; Wenford Railway TRS2019&amp;quot; by marky7890. The two layouts styles are sometimes combined: area style layouts used for places of cities, dense industries, and complex train yards connected by long runs of linear style layouts. An example approaching this mixed style is &amp;quot;Coal Country&amp;quot; by Scratchy and &amp;quot;Rodnye Prostory - SND&amp;quot; by TrainzLagutin 1995.  Note that layout choice is independent of prototypical vs. imaginary route design. However, scenery choices will be influenced by the model you choose to employ.&lt;br /&gt;
&lt;br /&gt;
With the Linear model, the edge of the baseboard is always a short distance away from the track, dictating specific scenery choices to obscure this fact from the view of the train. The Area model is especially suitable to creating  mountainous country, such as depicted in &amp;quot;TRS19 Canadian Rocky Mountains - Viktor Lake to Ross Peak &amp;amp; Glacier&amp;quot; by RoysTrainz. Mountains that rise high above the track elevation require space to gain that elevation without displaying unreal slopes  and &amp;quot;TRS2019 Canadian Rocky Mountains Ottertail to Castle Jct&amp;quot; by RoysTrainz shows just how big a map is needed to provide massive mountain peaks. The Area model can also be used to compress a lot of track in a small baseboard set by separating track areas with tall features (hills or backdrops). This layout &amp;quot;folds&amp;quot; a Linear track into an Area layout following techniques used by model railroad builders/designers.&lt;br /&gt;
&lt;br /&gt;
===Edge of World ===&lt;br /&gt;
No matter the size of the layout developed, the reality is your world map will have an edge.  If a square or rectangular configuration of baseboards is maintained with expansion, this edge will simply appear as the end of the world so long as your viewpoint remains on the map. However, with the &amp;lt;b&amp;gt;Linear&amp;lt;/b&amp;gt; style especially, maintaining a rectangular or square map is not possible for routes of any size. On flat terrain, the view from close to the tracks can show the sides of baseboards at the margins in what has been dubbed the &amp;quot;world edge effect&amp;quot;. Fortunately, this problem can be reduced or avoided in a number of different ways. Here, we list the following aids to hide the &amp;quot;world edge&amp;quot; (each is discussed below under the appropriate subject): &lt;br /&gt;
* behind scenery objects;&lt;br /&gt;
* behind backdrops or a &amp;quot;double rise&amp;quot; (distant high terrain);&lt;br /&gt;
* behind higher elevation topography (hills or mountains);&lt;br /&gt;
* by extending water (ocean or large lake) to the &amp;quot;horizon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The ever popular &amp;quot;Mojave Sub Division&amp;quot; by Jointedrail presents an interesting situation.  A prototypical route, track direction and terrain are set by the real world and terrain varies from steep, high hills  to flat desert and valley bottom, in places changing dramatically. The &amp;quot;world edge&amp;quot; effect is dealt with by the breadth of this linear layout (width varies from 6 to 12 baseboards), yet the &amp;quot;edge&amp;quot; remains conspicuous in many locations.  A relatively small Area style route depicting terrain with minimal topography that deftly handles hiding the map edges is &amp;quot;Fall Harvest-Nebraska&amp;quot; by Robert3a0.  In this route, minimizing the vertical faces of baseboards applies two tricks: distancing the tracks from the edges and using long straight arrangements of baseboards. &lt;br /&gt;
&lt;br /&gt;
= Hills and Valleys =&lt;br /&gt;
&lt;br /&gt;
Enhancing topography changes a flat baseboard into one with hills and valleys, opening up opportunities for road and railroad cuts, viaducts and bridges, and, of course, tunnels.  Varied topography establishes glimpses of the wider world as a train moves down the track.  Of course, a generally flat terrain is realistic for many parts of the world and certainly not a &#039;bad&#039; thing. Topography on a Route is developed using tools found in the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology menu]&#039;&#039;&#039;&amp;lt;/span&amp;gt; in Surveyor mode (correct term would be &amp;quot;topography&amp;quot;).  The top row in this menu has tools for &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;A&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.  These tools are explained on the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology Help Page]&#039;&#039;&#039;&amp;lt;/span&amp;gt;. However, before applying, set the radius and sensitivity of the tool with the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Cursor radius &#039;+/-&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sensitivity &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dials, respectively.  The next row has additional settings, the most useful of which is on the right: the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool.  The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get height &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool appears to do nothing useful in TRS2019 (see &amp;quot;Problems&amp;quot; at bottom). However, the elevation of a point on the baseboard can be obtained using the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool instead. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Use height &#039;H&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; window  sets the topography tool to draw the ground at the elevation setting entered (or obtained with the Plateau &#039;P&#039; tool) in the Height Value window to the left. &lt;br /&gt;
&lt;br /&gt;
The process of creating a varied terrain starts by raising (and perhaps lowering) the ground surface using moderate radius and sensitivity settings (or higher settings to create mountainous topography). Practice using different settings for radius and sensitivity to develop skill in using these tools.  Once the basic terrain has been established, the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool can be an excellent smoothing instrument, even on sloped ground.  Set the sensitivity high and the radius on however large an area is to be smoothed (best results are achieved using a high radius setting).  The Plateau setting uses the elevation at the tool center; moving it quickly over a limited area and regularly resetting the center point will change a rough surface into a smooth slope. Moving the tool along a contour works best.  Again, practice  is necessary to acquire this skill.  Assuming your tracks are already in place, this setting (with radius set at small) allows you to bring slopes in close for realistic cuts or fills near the line. &lt;br /&gt;
&lt;br /&gt;
All land is the result of the forces of erosion and gravity acting upon some earlier (geologically earlier) uplift. You can raise up the land, but fine tuning is then applied for a more realistic look and this entails removing portions of the uplift. Steeper slopes (cliffs) represent more resistant material: that is, rock; but mass-wasting (localized landslides) can create a cliff in more easily eroded material.  Indeed, concave slopes present a picture of substantial, on-going erosion whereas convex slopes are more often seen in late-stage eroded landscapes (hills and gentle valleys). However, these are generalizations and slope form is highly varied in most regions. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tools are used to shape the land, usually at small to medium radius and medium sensitivity settings.  Height up &#039;U&#039; produces a convex surface and Height down &#039;D&#039; produces a concave surface where applied on a slope.&lt;br /&gt;
&lt;br /&gt;
Very fine adjustments around tracks, roads, or buildings require putting radius and sensitivity at their lowest settings and clicking as needed to adjust the land height in relation to the object. Two things need be understood in applying this action, foremost of which is the fact that only clicking directly on a grid vertex point will cause the ground to rise or fall.  If hidden by ground texture, you may need to move around a bit to find the &amp;quot;sweet spot&amp;quot;.  Secondly, raising or lowering the ground may also raise or lower the object, requiring later object height adjustment.  However, for spline objects, if the height as been set (the white spinning circle changed to a yellow spinning circle) adjustment of the ground surface will not effect the spline vertex and raising the ground can bury part of the spline.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffb0 width=&amp;quot;750&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=25&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;A&amp;lt;/font&amp;gt;djusting the ground height around a spline vertex can be frustrating if you have not first &amp;quot;fixed&amp;quot; the vertex height.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Topography Shortcuts ==&lt;br /&gt;
&lt;br /&gt;
A new baseboard has a flat surface at 0.00 (feet or meters). Transforming this into a higher (or lower) elevation can be time-consuming using the height up or down tools available in the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; Menu.  Putting the Radius &#039;R&#039; at maximum will speed up the process, but the &amp;lt;b&amp;gt;Use height &#039;H&#039;&amp;lt;/b&amp;gt; tool can make fast work of bringing up the entire (or much of) the new baseboard to an elevation typed into the Height value window and then &amp;quot;painting&amp;quot; with the tool across the baseboard surface. To extend tall hills or mountains, the &amp;lt;b&amp;gt;Copy and paste&amp;lt;/b&amp;gt; tool is an even faster option.  Copy a large area from a previously created upland, unselecting all but the &amp;lt;b&amp;gt;Paste height&amp;lt;/b&amp;gt; option, then in &amp;lt;b&amp;gt;Paste mode&amp;lt;/b&amp;gt; drop the copied area onto the new location(s).  Do not unselect the &amp;lt;b&amp;gt;Paste textures&amp;lt;/b&amp;gt; mode if you also wish to maintain the colors/textures from the original version. Use the Plateau &#039;P&#039; tool to smooth out transition areas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Layout|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Object and Spline Assets|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Object and Spline Assets =&lt;br /&gt;
Two types of assets exist in Trainz: &amp;lt;b&amp;gt;objects&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;splines&amp;lt;/b&amp;gt;.  In surveyor mode, scenery objects are added and manipulated using the Objects Menu reached by clicking on the &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt; tab. Tracks and objects directly related to tracks are dealt with separately under the &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; tab. For explanations on the various tools and settings provided see pages describing the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Objects_Tab Objects Tab]&amp;lt;/span&amp;gt; and &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Track_Tools Tracks Tab]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Spline Shadows===&lt;br /&gt;
Implementation of shadows cast by objects was one of the great steps forward made by Trainz to render a realistic GUI.  Certain objects, notably spline objects with a low profile (such as roads and tracks) should not, of course, cast a shadow. To avoid this problem, the spline must be set down tight against the ground; any gap between the spline and the ground will appear as a dark line (a shadow).  Spline objects conform to variations in slope as the spline is laid, but fixing the spline points (this changes the vertex from a white to a yellow rotating circle) with the &amp;lt;b&amp;gt;Adjust spline height &#039;H&amp;quot;&amp;lt;/b&amp;gt; setting in &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;Spline height &#039;H&#039; &amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;&#039;Spline mode &#039;S&#039;&amp;lt;/b&amp;gt; for &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt;) removes ground conforming between the points.  Small rises now bury the spline and small dips produce a shadow. On a perfectly level board, these particular problems do not occur, although many spline objects will still cast a shadow if not height adjust. The solution is to bring the spline segments back into close conformance with the ground. Two possible approaches &amp;amp;mdash;adjust the spline height or adjust the ground height&amp;amp;mdash;may both need to be utilized wherever on a Route the shadowing is clearly observable.&lt;br /&gt;
&lt;br /&gt;
A first step is to use the &amp;lt;b&amp;gt;&#039;Smooth spline &#039;S&#039;&amp;lt;/b&amp;gt; tool found in the &amp;lt;b&amp;gt;Advanced&amp;lt;/b&amp;gt; section of the Spline Mode menu (same tool is &amp;lt;b&amp;gt;Smooth spline height &#039;S&#039;&amp;lt;/b&amp;gt; in the advanced tools for &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt;). This tool corrects the terrain topography under the spline segment (section between two vertices) clicked on.  The spline is smoothed and the ground brought into conformance with the spline.  But this conformance may or may not eliminate a shadow, depending on the particular asset, as many are created to lie slightly above the ground. The next step is to apply the &amp;lt;b&amp;gt;&#039;Spline height &#039;H&#039;&amp;lt;/b&amp;gt; tool under Advanced )&amp;lt;b&amp;gt;Adjust spline height &#039;H&#039;&amp;lt;/b&amp;gt; for track splines), lowering the vertices while holding down the CTRL key (allows very fine adjustments).  Using the Smooth spline height tool may not be desirable in some situations, as it has an impact over topography some distance from the spline (may level the ground too far out from the road or track). In this case, the ground will need to be raised up to the spline to eliminate the shadow. The tool used is &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Topolgy&amp;lt;/b&amp;gt; menu, putting both Radius and Sensitivity on the absolute lowest settings. The &amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool may need to be employed to make adjustments.  Realize, both tools only operate if clicked on a grid vertex, having no effect if clicked away from a vertex. The tools raise or lower a vertex and the ground &amp;quot;follows&amp;quot; as a surface determined by the surrounding vertices.&lt;br /&gt;
&lt;br /&gt;
Achieving &amp;quot;no shadow&amp;quot; may be impossible in some small parts of a segment due to bending of the spline. Moving the spline point closer to a grid vertex may help. Using spline assets with &amp;quot;skirts&amp;quot; (for example, ballast in track splines) certainly makes the process easier as these have greater height latitude. Simply hiding conspicuous shadows with a grass asset or placing an object like a car on the shadow are other options.&lt;br /&gt;
&lt;br /&gt;
===Backdrops===&lt;br /&gt;
&#039;&#039;&#039;Backdrops&#039;&#039;&#039; are used to create the illusion of distant terrain, enabling builders to set up landscaped horizons such as mountains and cityscapes quicker and with less impact to the frame-rate. To achieve this, a backdrop has a much greater draw distance than other scenery assets so that it is visible from far away (5 km or ~5000 yds). Backdrops are valuable with layouts based on the &amp;lt;b&amp;gt;Linear Model&amp;lt;/b&amp;gt;, particularly where there is minimal topography (steppes and plains), obviating the need to add map squares to create a sense of distance beyond the tracks.  Even in &amp;lt;b&amp;gt;Area Model&amp;lt;/b&amp;gt; layouts backdrops can be used to great advantage, as is aptly demonstrated  by Jango in &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; in which distant villages are skillfully rendered by short backdrops.&lt;br /&gt;
&lt;br /&gt;
Backdrops are provided as either object assets or spline assets. Because these assets are relatively easy to create and typically designed for specific purposes to match the developer&#039;s route, backdrops available on the DLS vary widely in subject and quality. &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Content_ManagerSearch Search]&amp;lt;/span&amp;gt; for &amp;quot;backdrop&amp;quot; in the DLS for access to an extensive number of offerings.&lt;br /&gt;
&lt;br /&gt;
A form of backdrop labeled a &amp;quot;&amp;lt;b&amp;gt;double rise&amp;lt;/b&amp;gt;&amp;quot; is created with the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool. A low hill or objects (for example trees or buildings) are used close by the tracks to obscure the land immediately beyond, which is made to slope downward, then rise up to create the illusion of far distant mountains or hills. The illusion is accomplished by using no objects or small objects to represent very distant trees on the far rise.  Painting and topography also contribute by using muted colors tending to more purple shades.  An example of this approach can be seen in the MSP route &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot;, where a distant snow-capped range is actually much closer to the tracks than would be possible in a narrow layout. The dip between the tracks and the far rise is obscured from view taking away from the viewer cues normally present to assess distance.      &lt;br /&gt;
&lt;br /&gt;
= Coloring (Painting) =&lt;br /&gt;
Coloring the landscape (&amp;quot;ground texturing&amp;quot;) is accomplished with the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Paint_Tools Paint Tool]&amp;lt;/span&amp;gt;&#039;&#039;&#039; &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt; tool. This tool opens a display of all the of the &amp;quot;paints&amp;quot; or tiles residing locally on your computer.  Each combines colors and textures (in 2D) providing hundreds of possible choices for painting the ground.  This tool is a paint brush with the ability, after selecting a tile, of enlarging the tile image (&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture scale &#039;Ctrl [/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;) and changing the tile orientation &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture direction &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;).  The diameter of the brush tool is set by the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Radius &#039;-/+&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dial. A &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get texture &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool turns on a pointer that, when clicked on a painted location on the map, loads the tile in the brush. The loaded tile is shown in the square directly above the &amp;quot;Radius&amp;quot; dial. If you locate a tile by typing a word/name in the box above the tile display columns, the square displaying the loaded tile does not work if you then select a tile using the selection tool, even though the selected tile is likely loaded into the brush. We say &amp;quot;likely&amp;quot; because a painted area can become a combination of several different tiles, with certain tiles dominating the selection tool to the exclusion of what is displayed.&lt;br /&gt;
&lt;br /&gt;
Once a selected tile is loaded, the image can be painted across the terrain. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. To the right of the cloud preview window and boxes to select ambient, sun, and water color is a vertical slider. Clicking on the green dot at the bottom of the time dial turns the slider on for midday.  Now adjust the slider to set a proper brightness; too bright, and your color tile selections will look washed out.&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
[[File:10-m-grid.jpg|300px|left|Baseboard with grid-size of 10-m]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
===Grid Size Effect===&lt;br /&gt;
One reason to not over utilize the 5-m grid size on a layout is the little difference selecting 5-m over 10-m makes for all but limited areas on a Route. Consider just two tiles; say ballast laid along a track cutting through grass.  On a 10-m grid, the ballast tends to flare out in triangles (depending upon the track angle relative to the underlying grid) or not appearing under the track at all in other places.  In the figure at left, the interaction of dry grass tiles and ballast tiles along the track in the distance shows triangles of ballast at 10-m grid setting. On a 5-m grid, this effect is much reduced, similar to that seen along the track in the foreground of the figure.  The ballast is more easily constrained to the vicinity of the track and the line between grass and ballast can be made closer to an expected line parallel with the rails. In essence, a 5-m grid does permit more precision in painting the ground color/texture where multiple colors/textures are interacting. This precision appears to be the only real advantage gained at the expense of an enhanced cost to performance, suggesting careful consideration of which baseboards might really benefit from having a 5-m grid setting. In fairness, the adverse rendering of adjacent tile interaction on a 10-m grid is less noticeable at low angles and can be ameliorated somewhat by using tiles having minimal contrast. &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Picking tile colors ==&lt;br /&gt;
The number of choices of coloring tiles is large, easily in the hundreds. Picking a suitable tile or combination of tiles is first a matter of deciding what sort of ground you wish to portray. The basic categories are going to be: vegetation, rock, bare soil, and water. Vegetation is likely to occupy the largest area of the map, except in very dry climates (e.g., deserts, dominated by bare soil) and rocky areas with thin soils. Water is discussed in more detail below under &amp;quot;Water Features&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Initially, decide on a suitable &amp;quot;theme&amp;quot; color best representative of the location and type of terrain you intend to emphasize (say, dry grassland) and paint broad areas with this theme color.  The purpose here is to unify your route&#039;s overall look. Of course, you might have more than one theme color if patches are typical or hills look different than valleys or plains. Understand that no single tile provides an entirely natural look if not augmented to some degree by other tiles.  These contrasting colors/textures might represent bare patches in the vegetation or subtle shadings or local changes in vegetation or soil type reflective of the real world.   &lt;br /&gt;
&lt;br /&gt;
=== Tile basics ===&lt;br /&gt;
Coloring the map surface is done by spreading small tiles over the map grid. We call these &amp;quot;tiles&amp;quot; because each is a usually six-sided pattern that is repeated &amp;lt;i&amp;gt;ad infinitum&amp;lt;/i&amp;gt; as it is laid down (painted). On the 10-m grid, the tool places a tile diagonally (NW to SE or NE to SW) only centered on the yellow grid intersections. You can control the area covered by the tool (&amp;lt;b&amp;gt;Radius &amp;quot;-/+&amp;quot;&amp;lt;/b&amp;gt;) and the pattern size (&amp;lt;b&amp;gt;Texture scale &amp;quot;Ctrl [/]&amp;quot;&amp;lt;/b&amp;gt;)&amp;amp;mdash;this is not the area covered, but an enlargement of the actual pattern. Available tiles range from plain color to complex patterns mimicking ground textures of all sorts. Many of these are very good and others, not so good. Because the painting involves laying tiles one after the other, &amp;lt;b&amp;gt;secondary patterns&amp;lt;/b&amp;gt; are almost inevitable. The better texture tiles tend to minimize this.  If a created tile is even a little darker in one part than elsewhere, a secondary pattern will appear. How troublesome these secondary patterns are depends upon the viewed distance. Viewed from the cab, close-in chase, or lineside cameras, secondary patterning is not usually a huge problem.&lt;br /&gt;
&lt;br /&gt;
Secondary patterns can be distracting but several options exist to minimize the problem. First, for broad (e.g., &amp;quot;theme&amp;quot;) area painting, select tiles that lack strong contrasts in color (appear highly textured) as these produce very noticeable secondary patterns. Here, selection for color is more important than texture; save highly textured tiles for areas close to the track. Use the Texture scale &#039;Ctrl [/]&#039; set high or at maximum to reduce the frequency of repeat of the pattern.  Regularly change the Texture direction &#039;[/]&#039; and Scale settings as the tile is painted over broad areas to break up the secondary pattern, although adjusting Texture scale Ctrl &#039;[/]&#039; too far downward may not be helpful. Another option might be to create a complex ground pattern mixing several different tiles and applying this to the broader areas using the Copy and paste tool. Finally, realize that covering the ground with a high density of objects (such as lots of trees) can effectively obscure the secondary pattern (of the forest floor). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Object and Spline Assets|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Water Features|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
= Water Features =&lt;br /&gt;
Of all the various landforms one can create, water features hold the greatest potential for enhancing scenery along a Route. And water is superbly rendered using the water tools found in the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php?title=Help/Topology_Tab Topology Tab]&amp;lt;/span&amp;gt;&#039;&#039;&#039;. Three tools are provided: &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Add water &#039;W&#039;, Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. An input box for setting water surface height is provided.  The &#039;&#039;Add water&#039;&#039; tool paints a surface in the same manner as coloring, described elsewhere.  However, the water surface has unique properties, the most significant being transparency and reflectivity. Improvements in rendering of these properties with each successive Trainz version has been a major contribution to making a realistic CGI.&lt;br /&gt;
&lt;br /&gt;
Painting water establishes a level surface at the setting in the &#039;&#039;water surface height&#039;&#039; box. Expanding this surface always maintains the same height as long as you begin painting from the existing surface (no need to adjust the setting).  The  &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool adjust the entire connected surface all at once, but does not change any other water surfaces on the map not connected to the one being adjusted. Thus, you can create a series of lakes at different elevations so long as the water surfaces of each are not connected. Determine this independence by selecting &amp;lt;b&amp;gt;Wireframe View&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Display Menu&amp;lt;/b&amp;gt; (or pressing &amp;lt;b&amp;gt;F9&amp;lt;/b&amp;gt;). This displays the baseboard in white and the water surface(s) in grey, removing all the painted surfaces.  Use the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool to disconnect close-by water surfaces that you wish to set to different heights. Working upstream of a long river, you can progressively raise the surface of segments at points with rapids, waterfalls, or dams. Just be sure the water surface is broken at these points. An oddity built into the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool is that if you hold down the Shift-Key while raising or lowering the water surface, the surface becomes bendy, going up or down within a limited area, no longer representing a level surface. If you bend it too much, it snaps back to a level surface at some new height. There must be a use for this?&lt;br /&gt;
&lt;br /&gt;
=== Water Color ===&lt;br /&gt;
Because the water surface is transparent, the color of the water feature and/or the nature of the bottom can be established by coloring the underlaying board surface. Creating muddy water or an algae-colored pond then becomes a matter of selecting an underlying color producing the desired result. The intensity of these underwater paints is controlled NOT by the distance between the water surface and the baseboard (water depth), but by distance from a shore. Over a baseboard without coloring, water has a color based on settings as described in the next paragraph; the board grid shows through for a distance up to about 40 m (130 ft) from a shore.  Beyond that, the bottom fades away (no matter how colored) and water color darkens. This property is one of the great improvements made between TRS2012 and TRS2019 versions. Essentially, realistic deep water is built in and need not be rendered by painting the bottom with progressively darker color or physically lowering the surface (which never worked anyway).  Thus, the offshore bottom need not be any deeper than the nearshore shoaling.  Ocean depths are not rendered by grid depth or coloring; you can bother to color or not color deep water bottom.  See &amp;quot;ocean and large lakes&amp;quot; below to learn how to tweak the color of deep water on your route. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. Here you can set the color of your water features (one setting sets all).  Make sure the time dial is pointing straight down (noon) and click on the green dot below it.  Selecting any dot turns on the tools that establish the color ambiance of the Route at the time of day represented by the position of the green dot, but starting with noon is most influential for the daylight hours. The three boxes to the right of the cloud preview determine what the color dials will influence; the bottom box is &amp;lt;b&amp;gt;water color&amp;lt;/b&amp;gt;. Selecting that box and then tweaking the red, green, and blue color dials allows setting water color over a wide range.  The vertical slider to right sets the overall brightness of the scene (not just water).  A well illustrated description of setting water color is found at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Water_Colour Environment Tools - Water Colour]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Water Surface===&lt;br /&gt;
&lt;br /&gt;
In addition to transparency and reflectivity, the water surface in Trainz has a third unique property: that of water surface condition. Nine different &amp;quot;sea state&amp;quot; conditions are available under &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt;. Select &amp;lt;b&amp;gt;Environment&amp;lt;/b&amp;gt; (sun rising icon) and note &amp;lt;b&amp;gt;Water&amp;lt;/b&amp;gt; (2nd from bottom).  Click on the text window to produce a list of available options. If your water surface is showing behind the &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt; window, you will see instantly the effect of changing the water surface property from &amp;quot;glassy&amp;quot; through &amp;quot;rough&amp;quot;. The setting will apply to all the water surfaces created on your route, so you may have to compromise if you have both ocean and inland lake/pond water features. Click on &amp;quot;&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;&amp;quot; (top right)&amp;amp;mdash;your selection is saved and the window closed (see also &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Set_the_Water_Surface Environment Tools - Set Water Surface]&amp;lt;/span&amp;gt;).&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Two other choices (selected on the left) are &amp;lt;b&amp;gt;Environment -&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The water surface color is influenced by the sky. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rivers and Streams ===&lt;br /&gt;
Several options exist for rendering a river or stream on a route map. The most direct and perhaps easiest to create is a narrow, linear basin with a water surface. Painting the water surface confined by a topography of banks and detailed with appropriate bank and bottom coloring tiles produces a very satisfactory aquatic feature that can be lined with trees, shrubs, and/or grasses.  Important to remember in creating the course of the feature is to develop meanders and bends, minimizing long straight segments. &lt;br /&gt;
&lt;br /&gt;
In a landscape of topographic relief (mountainous), extending a linear feature with the level water surface may prove impractical, requiring that the water surface be broken up into unconnected segments that can rise step-like as the stream extends upslope.  A good example of how to &amp;quot;connect&amp;quot; these segments is provided in the MPS Route, &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot; where a wild river is depicted flowing from tributaries and lakes down to a coastal estuary. &lt;br /&gt;
&lt;br /&gt;
Creeks and small streams can be perennial (contain water year-round) or intermittent (flowing water present during the wet season).  Dry streams might be created by a contrasting tile &amp;quot;material&amp;quot; representing sand, mud, or rounded boulders/gravel as a bed winding across the terrain beyond the banks.  A number of stream spline objects are available to represent water, the splines presenting different widths and colors (search the Download Station for &amp;quot;stream&amp;quot; and &amp;quot;river&amp;quot;). For wider splines, first create the physical channel, lay the spline in, and then cover the edges by raising the banks. Narrow splines can be used in short segments where the water is just glimpsed within a dense riparian vegetation. If you do not set the spline height, the depicted feature will follow the ground surface (bed) you created.&lt;br /&gt;
&lt;br /&gt;
=== Ocean and large lakes ===&lt;br /&gt;
Sea coasts and large lakes are extensive water features extending out to a distant horizon.  Several baseboards out is sufficient, unless higher elevation views are anticipated (for example, a track laid well above the shore).  Because depth does not influence the appearance of the water body (see &amp;quot;water color&amp;quot; above), the ocean or lake baseboard  can be a level surface only a little below the water surface. Coloring the board is optional, except close to the shore where the map grid (&amp;quot;Grid (PBR)&amp;quot;) is visible.   If the &amp;quot;horizon&amp;quot;&amp;amp;mdash;the outermost baseboard&amp;amp;mdash;is kept to a line of baseboards oriented east-west or north-south, the appearance will be a natural one blending into the sky. However, if these horizon baseboards jog inward or outward, the sides of one or more baseboards (which are actually three dimensional blocks) will be seen (&amp;quot;World Edge&amp;quot; effect) from some points on the land. Pushing the horizon further out will reduce this obvious break in the horizon line to some degree, but not completely eliminate it. Placing a far shore (or another land) or an appropriate backdrop can solve this problem. &lt;br /&gt;
&lt;br /&gt;
It is possible to overcome the disappearance of bottom with distance from shore and, for example, create an offshore reef or shoal or just extensive shallow water with a unique bottom type or color.  Choose an area to create this and raise the bottom to just &amp;lt;u&amp;gt;above&amp;lt;/u&amp;gt; the water surface using the &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; tool set at low sensitivity. Then lower the area (&amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool) to just &amp;lt;u&amp;gt;below&amp;lt;/u&amp;gt; the water surface; the grid (or bottom color) will disappear. Now, click anywhere on the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool.  This has the effect of resetting the display relationship between the water surface and the bottom for the entire baseboard. The shoaled area, without any shore, will reappear and can be colored as sand or mud.  You can expand the shoal with the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool set at high sensitivity and wide radius. Although it may appear that nothing is happening as you do this, clicking the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool will reveal the change you are making. Switching to &amp;lt;b&amp;gt;Map View&amp;lt;/b&amp;gt; under the Camera Menu will show the bottom display as light blue for deep water (bottom not visible), light grey for visible but fading bottom, and dark grey (or some color if not &amp;quot;Grid (PBR)&amp;quot;) for shoal bottom.  Curiously, returning these areas to &amp;quot;deep water&amp;quot; will remove the shoal, but have no impact on the color scheme displayed in Map View (in Trainz Plus; could be adjusted in earlier Trainz builds).&lt;br /&gt;
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=== Water Effect Layer ===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Water_Effect_Layer Water Effect Layer]&amp;lt;/span&amp;gt;&#039;&#039;&#039; has been introduced primarily for Surveyor 2.0 and is available in &amp;lt;b&amp;gt;TRS19 SP4&amp;lt;/b&amp;gt;. However, a route can only have one system for rendering a water surface&amp;amp;mdash;the traditional &amp;quot;legacy water color&amp;quot; or the water effect layer&amp;amp;mdash;and functionality of the latter is presently limited. Converting a route from  legacy water color to Water Effect Layer is accomplished using the Edit Environment-Environment window in the Edit Menu, clicking the icon to the right of the select a water surface type. Converting requires a download and the result is removal of the legacy water surface and replacement with an inky black water surface.  &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Water_Effect_Layer Instructions for proceeding]&amp;lt;/span&amp;gt;&#039;&#039;&#039; are sparse at best. Converting back to the traditional water surface entails removing the water effects layer and then repainting water surface(s) everywhere on the route.  &lt;br /&gt;
&lt;br /&gt;
=Problems=&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;Get Height &#039;G&#039;&amp;lt;/b&amp;gt; tool of the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; menu is essentially non-functional; an elevation will sometimes be obtained (once only if Plateau &#039;P&#039; is set and &#039;G&#039; is typed), but the value is not  the current cursor point on the baseboard but some previous value selected. The &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool serves to obtain the elevation of a point on the baseboard in TRS2019. &lt;br /&gt;
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Using the shortcut key, cap &#039;S&#039;, will crash the program in versions of &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt; earlier than Build 114800. Problem is fixed by updating to TRS2019 SP4.&lt;br /&gt;
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The &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; tool discussed above to set ambient brightness and water color lacks a &amp;quot;save&amp;quot; button. To complete your actions and presumably &amp;quot;save&amp;quot; your settings, you can only close the window. However, this action alone will &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; save your settings. Before closing surveyor you must make some other change to the map board, then save the session.&lt;br /&gt;
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=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
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[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=31087</id>
		<title>How to Make Good Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=31087"/>
		<updated>2021-12-25T18:20:32Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Tweaking text Water Features; add link to topology tab&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz aficionados are a diverse group with varied interests in one or more of the multiple aspects of this game.  Developing the scenery that surrounds the tracks is one such aspect, but one that only a few have really mastered.  This How-To page will introduce those interested in improving the look of their route to techniques they can learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
= Layout =&lt;br /&gt;
&lt;br /&gt;
The first thing to understand about layout of a Route is the &amp;lt;b&amp;gt;ground type&amp;lt;/b&amp;gt;. From TS2009 onward, Trainz releases have included two ground types:&lt;br /&gt;
* &#039;&#039;&#039;classic, 10-m grid&#039;&#039;&#039; - the original Trainz ground type and the default;&lt;br /&gt;
* &#039;&#039;&#039;classic, 5-m grid&#039;&#039;&#039; - ground type using the classic texturing technique, but storing four times the number of sample points.&lt;br /&gt;
The 5-m grid is great for fine detail close to the track but, as always, with an increase in detail comes a potential impact on performance. A mix of 10- and 5-m grids can be utilized: the 5-m grid used near the track where high detail is desirable, the 10-m grid in all other places. Implementing grid type is discussed elsewhere (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Ground_Types Ground Types]&amp;lt;/span&amp;gt;&#039;&#039;) but realize that the grid type is set independently for each [[baseboard]] and not some portion of a baseboard.  Only the &amp;lt;b&amp;gt;Paint&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tools are impacted by the grid size setting. &lt;br /&gt;
&lt;br /&gt;
With respect to the layout of a Route or Map, Trainz users tend to follow one of two models: the &#039;&#039;&#039;Linear&#039;&#039;&#039; model or the &#039;&#039;&#039;Area&#039;&#039;&#039; model.  Placement of [[baseboard]]s end to end allows the Linear model to develop long track runs with minimal effort. An excellent example is &amp;quot;Belarusian woodland&amp;quot; by Oleg Khim.  The Area model (a large map of many baseboard squares) takes more effort but can better render distant scenery.  Excellent examples of this style are &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; by jango and &amp;quot;Bodmin &amp;amp; Wenford Railway TRS2019&amp;quot; by marky7890. The two layouts styles are sometimes combined: area style layouts used for places of cities, dense industries, and complex train yards connected by long runs of linear style layouts. An example approaching this mixed style is &amp;quot;Coal Country&amp;quot; by Scratchy and &amp;quot;Rodnye Prostory - SND&amp;quot; by TrainzLagutin 1995.  Note that layout choice is independent of prototypical vs. imaginary route design. However, scenery choices will be influenced by the model you choose to employ.&lt;br /&gt;
&lt;br /&gt;
With the Linear model, the edge of the baseboard is always a short distance away from the track, dictating specific scenery choices to obscure this fact from the view of the train. The Area model is especially suitable to creating  mountainous country, such as depicted in &amp;quot;TRS19 Canadian Rocky Mountains - Viktor Lake to Ross Peak &amp;amp; Glacier&amp;quot; by RoysTrainz. Mountains that rise high above the track elevation require space to gain that elevation without displaying unreal slopes  and &amp;quot;TRS2019 Canadian Rocky Mountains Ottertail to Castle Jct&amp;quot; by RoysTrainz shows just how big a map is needed to provide massive mountain peaks. The Area model can also be used to compress a lot of track in a small baseboard set by separating track areas with tall features (hills or backdrops). This layout &amp;quot;folds&amp;quot; a Linear track into an Area layout following techniques used by model railroad builders/designers.&lt;br /&gt;
&lt;br /&gt;
===Edge of World ===&lt;br /&gt;
No matter the size of the layout developed, the reality is your world map will have an edge.  If a square or rectangular configuration of baseboards is maintained with expansion, this edge will simply appear as the end of the world so long as your viewpoint remains on the map. However, with the &amp;lt;b&amp;gt;Linear&amp;lt;/b&amp;gt; style especially, maintaining a rectangular or square map is not possible for routes of any size. On flat terrain, the view from close to the tracks can show the sides of baseboards at the margins in what has been dubbed the &amp;quot;world edge effect&amp;quot;. Fortunately, this problem can be reduced or avoided in a number of different ways. Here, we list the following aids to hide the &amp;quot;world edge&amp;quot; (each is discussed below under the appropriate subject): &lt;br /&gt;
* behind scenery objects;&lt;br /&gt;
* behind backdrops or a &amp;quot;double rise&amp;quot; (distant high terrain);&lt;br /&gt;
* behind higher elevation topography (hills or mountains);&lt;br /&gt;
* by extending water (ocean or large lake) to the &amp;quot;horizon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The ever popular &amp;quot;Mojave Sub Division&amp;quot; by Jointedrail presents an interesting situation.  A prototypical route, track direction and terrain are set by the real world and terrain varies from steep, high hills  to flat desert and valley bottom, in places changing dramatically. The &amp;quot;world edge&amp;quot; effect is dealt with by the breadth of this linear layout (width varies from 6 to 12 baseboards), yet the &amp;quot;edge&amp;quot; remains conspicuous in many locations.  A relatively small Area style route depicting terrain with minimal topography that deftly handles hiding the map edges is &amp;quot;Fall Harvest-Nebraska&amp;quot; by Robert3a0.  In this route, minimizing the vertical faces of baseboards applies two tricks: distancing the tracks from the edges and using long straight arrangements of baseboards. &lt;br /&gt;
&lt;br /&gt;
= Hills and Valleys =&lt;br /&gt;
&lt;br /&gt;
Enhancing topography changes a flat baseboard into one with hills and valleys, opening up opportunities for road and railroad cuts, viaducts and bridges, and, of course, tunnels.  Varied topography establishes glimpses of the wider world as a train moves down the track.  Of course, a generally flat terrain is realistic for many parts of the world and certainly not a &#039;bad&#039; thing. Topography on a Route is developed using tools found in the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology menu]&#039;&#039;&#039;&amp;lt;/span&amp;gt; in Surveyor mode (correct term would be &amp;quot;topography&amp;quot;).  The top row in this menu has tools for &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;A&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.  These tools are explained on the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology Help Page]&#039;&#039;&#039;&amp;lt;/span&amp;gt;. However, before applying, set the radius and sensitivity of the tool with the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Cursor radius &#039;+/-&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sensitivity &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dials, respectively.  The next row has additional settings, the most useful of which is on the right: the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool.  The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get height &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool appears to do nothing useful in TRS2019 (see &amp;quot;Problems&amp;quot; at bottom). However, the elevation of a point on the baseboard can be obtained using the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool instead. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Use height &#039;H&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; window  sets the topography tool to draw the ground at the elevation setting entered (or obtained with the Plateau &#039;P&#039; tool) in the Height Value window to the left. &lt;br /&gt;
&lt;br /&gt;
The process of creating a varied terrain starts by raising (and perhaps lowering) the ground surface using moderate radius and sensitivity settings (or higher settings to create mountainous topography). Practice using different settings for radius and sensitivity to develop skill in using these tools.  Once the basic terrain has been established, the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool can be an excellent smoothing instrument, even on sloped ground.  Set the sensitivity high and the radius on however large an area is to be smoothed (best results are achieved using a high radius setting).  The Plateau setting uses the elevation at the tool center; moving it quickly over a limited area and regularly resetting the center point will change a rough surface into a smooth slope. Moving the tool along a contour works best.  Again, practice  is necessary to acquire this skill.  Assuming your tracks are already in place, this setting (with radius set at small) allows you to bring slopes in close for realistic cuts or fills near the line. &lt;br /&gt;
&lt;br /&gt;
All land is the result of the forces of erosion and gravity acting upon some earlier (geologically earlier) uplift. You can raise up the land, but fine tuning is then applied for a more realistic look and this entails removing portions of the uplift. Steeper slopes (cliffs) represent more resistant material: that is, rock; but mass-wasting (localized landslides) can create a cliff in more easily eroded material.  Indeed, concave slopes present a picture of substantial, on-going erosion whereas convex slopes are more often seen in late-stage eroded landscapes (hills and gentle valleys). However, these are generalizations and slope form is highly varied in most regions. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tools are used to shape the land, usually at small to medium radius and medium sensitivity settings.  Height up &#039;U&#039; produces a convex surface and Height down &#039;D&#039; produces a concave surface where applied on a slope.&lt;br /&gt;
&lt;br /&gt;
Very fine adjustments around tracks, roads, or buildings require putting radius and sensitivity at their lowest settings and clicking as needed to adjust the land height in relation to the object. Two things need be understood in applying this action, foremost of which is the fact that only clicking directly on a grid vertex point will cause the ground to rise or fall.  If hidden by ground texture, you may need to move around a bit to find the &amp;quot;sweet spot&amp;quot;.  Secondly, raising or lowering the ground may also raise or lower the object, requiring later object height adjustment.  However, for spline objects, if the height as been set (the white spinning circle changed to a yellow spinning circle) adjustment of the ground surface will not effect the spline vertex and raising the ground can bury part of the spline.&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=25&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;A&amp;lt;/font&amp;gt;djusting the ground height around a spline vertex can be frustrating if you have not first &amp;quot;fixed&amp;quot; the vertex height.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Topography Shortcuts ==&lt;br /&gt;
&lt;br /&gt;
A new baseboard has a flat surface at 0.00 (feet or meters). Transforming this into a higher (or lower) elevation can be time-consuming using the height up or down tools available in the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; Menu.  Putting the Radius &#039;R&#039; at maximum will speed up the process, but the &amp;lt;b&amp;gt;Use height &#039;H&#039;&amp;lt;/b&amp;gt; tool can make fast work of bringing up the entire (or much of) the new baseboard to an elevation typed into the Height value window and then &amp;quot;painting&amp;quot; with the tool across the baseboard surface. To extend tall hills or mountains, the &amp;lt;b&amp;gt;Copy and paste&amp;lt;/b&amp;gt; tool is an even faster option.  Copy a large area from a previously created upland, unselecting all but the &amp;lt;b&amp;gt;Paste height&amp;lt;/b&amp;gt; option, then in &amp;lt;b&amp;gt;Paste mode&amp;lt;/b&amp;gt; drop the copied area onto the new location(s).  Do not unselect the &amp;lt;b&amp;gt;Paste textures&amp;lt;/b&amp;gt; mode if you also wish to maintain the colors/textures from the original version. Use the Plateau &#039;P&#039; tool to smooth out transition areas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Layout|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Object and Spline Assets|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Object and Spline Assets =&lt;br /&gt;
Two types of assets exist in Trainz: &amp;lt;b&amp;gt;objects&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;splines&amp;lt;/b&amp;gt;.  In surveyor mode, scenery objects are added and manipulated using the Objects Menu reached by clicking on the &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt; tab. Tracks and objects directly related to tracks are dealt with separately under the &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; tab. For explanations on the various tools and settings provided see pages describing the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Objects_Tab Objects Tab]&amp;lt;/span&amp;gt; and &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Track_Tools Tracks Tab]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Spline Shadows===&lt;br /&gt;
Implementation of shadows cast by objects was one of the great steps forward made by Trainz to render a realistic GUI.  Certain objects, notably spline objects with a low profile (such as roads and tracks) should not, of course, cast a shadow. To avoid this problem, the spline must be set down tight against the ground; any gap between the spline and the ground will appear as a dark line (a shadow).  Spline objects conform to variations in slope as the spline is laid, but fixing the spline points (this changes the vertex from a white to a yellow rotating circle) with the &amp;lt;b&amp;gt;Adjust spline height &#039;H&amp;quot;&amp;lt;/b&amp;gt; setting in &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;Spline height &#039;H&#039; &amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;&#039;Spline mode &#039;S&#039;&amp;lt;/b&amp;gt; for &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt;) removes ground conforming between the points.  Small rises now bury the spline and small dips produce a shadow. On a perfectly level board, these particular problems do not occur, although many spline objects will still cast a shadow if not height adjust. The solution is to bring the spline segments back into close conformance with the ground. Two possible approaches &amp;amp;mdash;adjust the spline height or adjust the ground height&amp;amp;mdash;may both need to be utilized wherever on a Route the shadowing is clearly observable.&lt;br /&gt;
&lt;br /&gt;
A first step is to use the &amp;lt;b&amp;gt;&#039;Smooth spline &#039;S&#039;&amp;lt;/b&amp;gt; tool found in the &amp;lt;b&amp;gt;Advanced&amp;lt;/b&amp;gt; section of the Spline Mode menu (same tool is &amp;lt;b&amp;gt;Smooth spline height &#039;S&#039;&amp;lt;/b&amp;gt; in the advanced tools for &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt;). This tool corrects the terrain topography under the spline segment (section between two vertices) clicked on.  The spline is smoothed and the ground brought into conformance with the spline.  But this conformance may or may not eliminate a shadow, depending on the particular asset, as many are created to lie slightly above the ground. The next step is to apply the &amp;lt;b&amp;gt;&#039;Spline height &#039;H&#039;&amp;lt;/b&amp;gt; tool under Advanced )&amp;lt;b&amp;gt;Adjust spline height &#039;H&#039;&amp;lt;/b&amp;gt; for track splines), lowering the vertices while holding down the CTRL key (allows very fine adjustments).  Using the Smooth spline height tool may not be desirable in some situations, as it has an impact over topography some distance from the spline (may level the ground too far out from the road or track). In this case, the ground will need to be raised up to the spline to eliminate the shadow. The tool used is &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Topolgy&amp;lt;/b&amp;gt; menu, putting both Radius and Sensitivity on the absolute lowest settings. The &amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool may need to be employed to make adjustments.  Realize, both tools only operate if clicked on a grid vertex, having no effect if clicked away from a vertex. The tools raise or lower a vertex and the ground &amp;quot;follows&amp;quot; as a surface determined by the surrounding vertices.&lt;br /&gt;
&lt;br /&gt;
Achieving &amp;quot;no shadow&amp;quot; may be impossible in some small parts of a segment due to bending of the spline. Moving the spline point closer to a grid vertex may help. Using spline assets with &amp;quot;skirts&amp;quot; (for example, ballast in track splines) certainly makes the process easier as these have greater height latitude. Simply hiding conspicuous shadows with a grass asset or placing an object like a car on the shadow are other options.&lt;br /&gt;
&lt;br /&gt;
===Backdrops===&lt;br /&gt;
&#039;&#039;&#039;Backdrops&#039;&#039;&#039; are used to create the illusion of distant terrain, enabling builders to set up landscaped horizons such as mountains and cityscapes quicker and with less impact to the frame-rate. To achieve this, a backdrop has a much greater draw distance than other scenery assets so that it is visible from far away (5 km or ~5000 yds). Backdrops are valuable with layouts based on the &amp;lt;b&amp;gt;Linear Model&amp;lt;/b&amp;gt;, particularly where there is minimal topography (steppes and plains), obviating the need to add map squares to create a sense of distance beyond the tracks.  Even in &amp;lt;b&amp;gt;Area Model&amp;lt;/b&amp;gt; layouts backdrops can be used to great advantage, as is aptly demonstrated  by Jango in &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; in which distant villages are skillfully rendered by short backdrops.&lt;br /&gt;
&lt;br /&gt;
Backdrops are provided as either object assets or spline assets. Because these assets are relatively easy to create and typically designed for specific purposes to match the developer&#039;s route, backdrops available on the DLS vary widely in subject and quality. &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Content_ManagerSearch Search]&amp;lt;/span&amp;gt; for &amp;quot;backdrop&amp;quot; in the DLS for access to an extensive number of offerings.&lt;br /&gt;
&lt;br /&gt;
A form of backdrop labeled a &amp;quot;&amp;lt;b&amp;gt;double rise&amp;lt;/b&amp;gt;&amp;quot; is created with the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool. A low hill or objects (for example trees or buildings) are used close by the tracks to obscure the land immediately beyond, which is made to slope downward, then rise up to create the illusion of far distant mountains or hills. The illusion is accomplished by using no objects or small objects to represent very distant trees on the far rise.  Painting and topography also contribute by using muted colors tending to more purple shades.  An example of this approach can be seen in the MSP route &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot;, where a distant snow-capped range is actually much closer to the tracks than would be possible in a narrow layout. The dip between the tracks and the far rise is obscured from view taking away from the viewer cues normally present to assess distance.      &lt;br /&gt;
&lt;br /&gt;
= Coloring (Painting) =&lt;br /&gt;
Coloring the landscape (&amp;quot;ground texturing&amp;quot;) is accomplished with the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Paint_Tools Paint Tool]&amp;lt;/span&amp;gt;&#039;&#039;&#039; &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt; tool. This tool opens a display of all the of the &amp;quot;paints&amp;quot; or tiles residing locally on your computer.  Each combines colors and textures (in 2D) providing hundreds of possible choices for painting the ground.  This tool is a paint brush with the ability, after selecting a tile, of enlarging the tile image (&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture scale &#039;Ctrl [/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;) and changing the tile orientation &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture direction &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;).  The diameter of the brush tool is set by the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Radius &#039;-/+&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dial. A &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get texture &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool turns on a pointer that, when clicked on a painted location on the map, loads the tile in the brush. The loaded tile is shown in the square directly above the &amp;quot;Radius&amp;quot; dial. If you locate a tile by typing a word/name in the box above the tile display columns, the square displaying the loaded tile does not work if you then select a tile using the selection tool, even though the selected tile is likely loaded into the brush. We say &amp;quot;likely&amp;quot; because a painted area can become a combination of several different tiles, with certain tiles dominating the selection tool to the exclusion of what is displayed.&lt;br /&gt;
&lt;br /&gt;
Once a selected tile is loaded, the image can be painted across the terrain. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. To the right of the cloud preview window and boxes to select ambient, sun, and water color is a vertical slider. Clicking on the green dot at the bottom of the time dial turns the slider on for midday.  Now adjust the slider to set a proper brightness; too bright, and your color tile selections will look washed out.&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
[[File:10-m-grid.jpg|300px|left|Baseboard with grid-size of 10-m]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
===Grid Size Effect===&lt;br /&gt;
One reason to not over utilize the 5-m grid size on a layout is the little difference selecting 5-m over 10-m makes for all but limited areas on a Route. Consider just two tiles; say ballast laid along a track cutting through grass.  On a 10-m grid, the ballast tends to flare out in triangles (depending upon the track angle relative to the underlying grid) or not appearing under the track at all in other places.  In the figure at left, the interaction of dry grass tiles and ballast tiles along the track in the distance shows triangles of ballast at 10-m grid setting. On a 5-m grid, this effect is much reduced, similar to that seen along the track in the foreground of the figure.  The ballast is more easily constrained to the vicinity of the track and the line between grass and ballast can be made closer to an expected line parallel with the rails. In essence, a 5-m grid does permit more precision in painting the ground color/texture where multiple colors/textures are interacting. This precision appears to be the only real advantage gained at the expense of an enhanced cost to performance, suggesting careful consideration of which baseboards might really benefit from having a 5-m grid setting. In fairness, the adverse rendering of adjacent tile interaction on a 10-m grid is less noticeable at low angles and can be ameliorated somewhat by using tiles having minimal contrast. &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Picking tile colors ==&lt;br /&gt;
The number of choices of coloring tiles is large, easily in the hundreds. Picking a suitable tile or combination of tiles is first a matter of deciding what sort of ground you wish to portray. The basic categories are going to be: vegetation, rock, bare soil, and water. Vegetation is likely to occupy the largest area of the map, except in very dry climates (e.g., deserts, dominated by bare soil) and rocky areas with thin soils. Water is discussed in more detail below under &amp;quot;Water Features&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Initially, decide on a suitable &amp;quot;theme&amp;quot; color best representative of the location and type of terrain you intend to emphasize (say, dry grassland) and paint broad areas with this theme color.  The purpose here is to unify your route&#039;s overall look. Of course, you might have more than one theme color if patches are typical or hills look different than valleys or plains. Understand that no single tile provides an entirely natural look if not augmented to some degree by other tiles.  These contrasting colors/textures might represent bare patches in the vegetation or subtle shadings or local changes in vegetation or soil type reflective of the real world.   &lt;br /&gt;
&lt;br /&gt;
=== Tile basics ===&lt;br /&gt;
Coloring the map surface is done by spreading small tiles over the map grid. We call these &amp;quot;tiles&amp;quot; because each is a usually six-sided pattern that is repeated &amp;lt;i&amp;gt;ad infinitum&amp;lt;/i&amp;gt; as it is laid down (painted). On the 10-m grid, the tool places a tile diagonally (NW to SE or NE to SW) only centered on the yellow grid intersections. You can control the area covered by the tool (&amp;lt;b&amp;gt;Radius &amp;quot;-/+&amp;quot;&amp;lt;/b&amp;gt;) and the pattern size (&amp;lt;b&amp;gt;Texture scale &amp;quot;Ctrl [/]&amp;quot;&amp;lt;/b&amp;gt;)&amp;amp;mdash;this is not the area covered, but an enlargement of the actual pattern. Available tiles range from plain color to complex patterns mimicking ground textures of all sorts. Many of these are very good and others, not so good. Because the painting involves laying tiles one after the other, &amp;lt;b&amp;gt;secondary patterns&amp;lt;/b&amp;gt; are almost inevitable. The better texture tiles tend to minimize this.  If a created tile is even a little darker in one part than elsewhere, a secondary pattern will appear. How troublesome these secondary patterns are depends upon the viewed distance. Viewed from the cab, close-in chase, or lineside cameras, secondary patterning is not usually a huge problem.&lt;br /&gt;
&lt;br /&gt;
Secondary patterns can be distracting but several options exist to minimize the problem. First, for broad (e.g., &amp;quot;theme&amp;quot;) area painting, select tiles that lack strong contrasts in color (appear highly textured) as these produce very noticeable secondary patterns. Here, selection for color is more important than texture; save highly textured tiles for areas close to the track. Use the Texture scale &#039;Ctrl [/]&#039; set high or at maximum to reduce the frequency of repeat of the pattern.  Regularly change the Texture direction &#039;[/]&#039; and Scale settings as the tile is painted over broad areas to break up the secondary pattern, although adjusting Texture scale Ctrl &#039;[/]&#039; too far downward may not be helpful. Another option might be to create a complex ground pattern mixing several different tiles and applying this to the broader areas using the Copy and paste tool. Finally, realize that covering the ground with a high density of objects (such as lots of trees) can effectively obscure the secondary pattern (of the forest floor). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Object and Spline Assets|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Water Features|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
= Water Features =&lt;br /&gt;
Of all the various landforms one can create, water features hold the greatest potential for enhancing scenery along a Route. And water is superbly rendered using the water tools found in the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php?title=Help/Topology_Tab Topology Tab]&amp;lt;/span&amp;gt;&#039;&#039;&#039;. Three tools are provided: &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Add water &#039;W&#039;, Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. An input box for setting water surface height is provided.  The &#039;&#039;Add water&#039;&#039; tool paints a surface in the same manner as coloring, described elsewhere.  However, the water surface has unique properties, the most significant being transparency and reflectivity. Improvements in rendering of these properties with each successive Trainz version has been a major contribution to making a realistic CGI.&lt;br /&gt;
&lt;br /&gt;
Painting water establishes a level surface at the setting in the &#039;&#039;water surface height&#039;&#039; box. Expanding this surface always maintains the same height as long as you begin painting from the existing surface (no need to adjust the setting).  The  &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool adjust the entire connected surface all at once, but does not change any other water surfaces on the map not connected to the one being adjusted. Thus, you can create a series of lakes at different elevations so long as the water surfaces of each are not connected. Determine this independence by selecting &amp;lt;b&amp;gt;Wireframe View&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Display Menu&amp;lt;/b&amp;gt; (or pressing &amp;lt;b&amp;gt;F9&amp;lt;/b&amp;gt;). This displays the baseboard in white and the water surface(s) in grey, removing all the painted surfaces.  Use the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool to disconnect close-by water surfaces that you wish to set to different heights. Working upstream of a long river, you can progressively raise the surface of segments at points with rapids, waterfalls, or dams. Just be sure the water surface is broken at these points. An oddity built into the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool is that if you hold down the Shift-Key while raising or lowering the water surface, the surface becomes bendy, going up or down within a limited area, no longer representing a level surface. If you bend it too much, it snaps back to a level surface at some new height. There must be a use for this?&lt;br /&gt;
&lt;br /&gt;
=== Water Color ===&lt;br /&gt;
Because the water surface is transparent, the color of the water feature and/or the nature of the bottom can be established by coloring the underlaying board surface. Creating muddy water or an algae-colored pond then becomes a matter of selecting an underlying color producing the desired result. The intensity of these underwater paints is controlled NOT by the distance between the water surface and the baseboard (water depth), but by distance from a shore. Over a baseboard without coloring, water has a color based on settings as described in the next paragraph; the board grid shows through for a distance up to about 40 m (130 ft) from a shore.  Beyond that, the bottom fades away (no matter how colored) and water color darkens. This property is one of the great improvements made between TRS2012 and TRS2019 versions. Essentially, realistic deep water is built in and need not be rendered by painting the bottom with progressively darker color or physically lowering the surface (which never worked anyway).  Thus, the offshore bottom need not be any deeper than the nearshore shoaling.  Ocean depths are not rendered by grid depth or coloring; you can bother to color or not color deep water bottom.  See &amp;quot;ocean and large lakes&amp;quot; below to learn how to tweak the color of deep water on your route. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. Here you can set the color of your water features (one setting sets all).  Make sure the time dial is pointing straight down (noon) and click on the green dot below it.  Selecting any dot turns on the tools that establish the color ambiance of the Route at the time of day represented by the position of the green dot, but starting with noon is most influential for the daylight hours. The three boxes to the right of the cloud preview determine what the color dials will influence; the bottom box is &amp;lt;b&amp;gt;water color&amp;lt;/b&amp;gt;. Selecting that box and then tweaking the red, green, and blue color dials allows setting water color over a wide range.  The vertical slider to right sets the overall brightness of the scene (not just water).  A well illustrated description of setting water color is found at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Water_Colour Environment Tools - Water Colour]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Water Surface===&lt;br /&gt;
&lt;br /&gt;
In addition to transparency and reflectivity, the water surface in Trainz has a third unique property: that of water surface condition. Nine different &amp;quot;sea state&amp;quot; conditions are available under &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt;. Select &amp;lt;b&amp;gt;Environment&amp;lt;/b&amp;gt; (sun rising icon) and note &amp;lt;b&amp;gt;Water&amp;lt;/b&amp;gt; (2nd from bottom).  Click on the text window to produce a list of available options. If your water surface is showing behind the &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt; window, you will see instantly the effect of changing the water surface property from &amp;quot;glassy&amp;quot; through &amp;quot;rough&amp;quot;. The setting will apply to all the water surfaces created on your route, so you may have to compromise if you have both ocean and inland lake/pond water features. Click on &amp;quot;&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;&amp;quot; (top right)&amp;amp;mdash;your selection is saved and the window closed (see also &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Set_the_Water_Surface Environment Tools - Set Water Surface]&amp;lt;/span&amp;gt;).&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Two other choices (selected on the left) are &amp;lt;b&amp;gt;Environment -&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The water surface color is influenced by the sky. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rivers and Streams ===&lt;br /&gt;
Several options exist for rendering a river or stream on a route map. The most direct and perhaps easiest to create is a narrow, linear basin with a water surface. Painting the water surface confined by a topography of banks and detailed with appropriate bank and bottom coloring tiles produces a very satisfactory aquatic feature that can be lined with trees, shrubs, and/or grasses.  Important to remember in creating the course of the feature is to develop meanders and bends, minimizing long straight segments. &lt;br /&gt;
&lt;br /&gt;
In a landscape of topographic relief (mountainous), extending a linear feature with the level water surface may prove impractical, requiring that the water surface be broken up into unconnected segments that can rise step-like as the stream extends upslope.  A good example of how to &amp;quot;connect&amp;quot; these segments is provided in the MPS Route, &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot; where a wild river is depicted flowing from tributaries and lakes down to a coastal estuary. &lt;br /&gt;
&lt;br /&gt;
Creeks and small streams can be perennial (contain water year-round) or intermittent (flowing water present during the wet season).  Dry streams might be created by a contrasting tile &amp;quot;material&amp;quot; representing sand, mud, or rounded boulders/gravel as a bed winding across the terrain beyond the banks.  A number of stream spline objects are available to represent water, the splines presenting different widths and colors (search the Download Station for &amp;quot;stream&amp;quot; and &amp;quot;river&amp;quot;). For wider splines, first create the physical channel, lay the spline in, and then cover the edges by raising the banks. Narrow splines can be used in short segments where the water is just glimpsed within a dense riparian vegetation. If you do not set the spline height, the depicted feature will follow the ground surface (bed) you created.&lt;br /&gt;
&lt;br /&gt;
=== Ocean and large lakes ===&lt;br /&gt;
Sea coasts and large lakes are extensive water features extending out to a distant horizon.  Several baseboards out is sufficient, unless higher elevation views are anticipated (for example, a track laid well above the shore).  Because depth does not influence the appearance of the water body (see &amp;quot;water color&amp;quot; above), the ocean or lake baseboard  can be a level surface only a little below the water surface. Coloring the board is optional, except close to the shore where the map grid (&amp;quot;Grid (PBR)&amp;quot;) is visible.   If the &amp;quot;horizon&amp;quot;&amp;amp;mdash;the outermost baseboard&amp;amp;mdash;is kept to a line of baseboards oriented east-west or north-south, the appearance will be a natural one blending into the sky. However, if these horizon baseboards jog inward or outward, the sides of one or more baseboards (which are actually three dimensional blocks) will be seen (&amp;quot;World Edge&amp;quot; effect) from some points on the land. Pushing the horizon further out will reduce this obvious break in the horizon line to some degree, but not completely eliminate it. Placing a far shore (or another land) or an appropriate backdrop can solve this problem. &lt;br /&gt;
&lt;br /&gt;
It is possible to overcome the disappearance of bottom with distance from shore and, for example, create an offshore reef or shoal or just extensive shallow water with a unique bottom type or color.  Choose an area to create this and raise the bottom to just &amp;lt;u&amp;gt;above&amp;lt;/u&amp;gt; the water surface using the &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; tool set at low sensitivity. Then lower the area (&amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool) to just &amp;lt;u&amp;gt;below&amp;lt;/u&amp;gt; the water surface; the grid (or bottom color) will disappear. Now, click anywhere on the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool.  This has the effect of resetting the display relationship between the water surface and the bottom for the entire baseboard. The shoaled area, without any shore, will reappear and can be colored as sand or mud.  You can expand the shoal with the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool set at high sensitivity and wide radius. Although it may appear that nothing is happening as you do this, clicking the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool will reveal the change you are making. Switching to &amp;lt;b&amp;gt;Map View&amp;lt;/b&amp;gt; under the Camera Menu will show the bottom display as light blue for deep water (bottom not visible), light grey for visible but fading bottom, and dark grey (or some color if not &amp;quot;Grid (PBR)&amp;quot;) for shoal bottom.  Curiously, returning these areas to &amp;quot;deep water&amp;quot; will remove the shoal, but have no impact on the color scheme displayed in Map View (in Trainz Plus; could be adjusted in earlier Trainz builds).&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffb0 width=&amp;quot;750&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;td width=25&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Y&amp;lt;/font&amp;gt;ou can spot in tiles with white (for example, &amp;quot;ALWater 2&amp;quot;) to mimic waves breaking along a shore. Other mostly white paints can mimic crashing waves or rough water. The paint &amp;quot;MineralWater3&amp;quot; produces an intense aquamarine with a pattern of waves.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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=Problems=&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;Get Height &#039;G&#039;&amp;lt;/b&amp;gt; tool of the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; menu is essentially non-functional; an elevation will sometimes be obtained (once only if Plateau &#039;P&#039; is set and &#039;G&#039; is typed), but the value is not  the current cursor point on the baseboard but some previous value selected. The &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool serves to obtain the elevation of a point on the baseboard in TRS2019. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!-- BEGIN bugs table --&amp;gt;&lt;br /&gt;
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Using the shortcut key, cap &#039;S&#039;, will crash the program in versions of &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt; earlier than Build 114800. Problem is fixed by updating to TRS2019 SP4.&lt;br /&gt;
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&amp;lt;td width=100%&amp;gt;&lt;br /&gt;
The &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; tool discussed above to set ambient brightness and water color lacks a &amp;quot;save&amp;quot; button. To complete your actions and presumably &amp;quot;save&amp;quot; your settings, you can only close the window. However, this action alone will &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; save your settings. Before closing surveyor you must make some other change to the map board, then save the session.&lt;br /&gt;
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&amp;lt;/table&amp;gt;		&lt;br /&gt;
----&lt;br /&gt;
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=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffff&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[file:TrainzWiki.png|link=]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_To_Make_Scenery&amp;diff=31086</id>
		<title>How To Make Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_To_Make_Scenery&amp;diff=31086"/>
		<updated>2021-12-25T17:53:44Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Trainz&amp;lt;/b&amp;gt;, the game, comprises two basic components: &amp;lt;u&amp;gt;a railroad&amp;lt;/u&amp;gt; and &amp;lt;u&amp;gt;scenery&amp;lt;/u&amp;gt;. Trainz aficionados are a diverse group and individual users interests and talents are likely to emphasize one or the other of these two components.  Developing realistic scenery surrounding the railroad is an aspect of the game that only a few users have really mastered. This integrated series of How-To pages will introduce those interested in improving the look of their route&amp;amp;mdash;improving the scenery&amp;amp;mdash;to techniques they can easily learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: especially the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
How important is realistic scenery? It is fair to say that Premium Routes, free to Trainz Plus members and for a small fee to others, are selected by N3V Games largely on the basis of the scenery. Location is a substantial part of the interest in mastering a Trainz Session set in, say, the Rocky Mountains or Northern Italy; and the same can be said for conducting operations in a complex and realistic industrial area. It is conceivable that some users may have little or no interest (oh the  horror!) in actually running a railroad.  From T:ANE version forward a gamer may create a world in which the railroad is just part of the scenery.  Travel about such a world (&amp;quot;Route&amp;quot;) would be by car, truck, bus, boat, or airplane&amp;amp;mdash;or just walking.  This approach is now possible in Trainz, appealing to a user with a strong artistic nature.&lt;br /&gt;
&lt;br /&gt;
= Table of Contents =&lt;br /&gt;
The folowing subject areas are part of this Trainz Wiki How To Guide (click on a chapter title):&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD width=5%&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD width=15%&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Layout LAYOUT]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD width=5%&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD width-30%&amp;gt;Starting a route; Linear vs. Area models; hiding the &amp;quot;Edge of the World&amp;quot;.&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Hills_and_Valleys HILLS and VALLEYS]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Ups and downs: creating terrain.&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Object_and_Spline_Assets OBJECT and SPLINE ASSETS]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Adding objects and spline objects; spline shadows; backdrops.&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Coloring_.28Painting.29 COLORING (PAINTING)]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Selecting and applying ground textures.&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Water_Features WATER FEATURES]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Creating surface waters: creeks, streams, lakes, waterfalls, and the ocean.&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Some Basic Rules ===&lt;br /&gt;
&lt;br /&gt;
For every route builder, the first consideration is achieving a scenery consistent with the landscape they are mimicking.  Choice of objects, particularly vegetation (types of trees, for example.), is perhaps primary but topography&amp;amp;mdash;creating the terrain of hills, mountains, gullies, etc.&amp;amp;mdash;is of great importance and should be the starting point for a new route or expansion of an existing route.  Another rule requiring consideration is the &amp;quot;decrease detail with distance&amp;quot; rule. The computer will attempt to render everything you have added within a scene (up to the &amp;quot;Draw Distance setting); and the scene is constantly moving with the train being operated. Great detail may be called for close to the track, but not at distances far from the track.  Details should decrease with distance on the premise that no one is really going to notice them, no matter how much fun they might be to create, and rendering them places a cost on performance. Note that a decrease in detail with distance from the viewer is built in to most assets and ground textures to reduce strain on the rendering process.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffff&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[file:TrainzWiki.png|link=]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Using Topology Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Using Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_To_Make_Scenery&amp;diff=31085</id>
		<title>How To Make Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_To_Make_Scenery&amp;diff=31085"/>
		<updated>2021-12-25T17:51:56Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Tweaking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Trainz&amp;lt;/b&amp;gt;, the game, comprises two basic components: &amp;lt;u&amp;gt;a railroad&amp;lt;/u&amp;gt; and &amp;lt;u&amp;gt;scenery&amp;lt;/u&amp;gt;. Trainz aficionados are a diverse group and individual users interests and talents are likely to emphasize one or the other of these two components.  Developing realistic scenery surrounding the railroad is an aspect of the game that only a few users have really mastered. This integrated series of How-To pages will introduce those interested in improving the look of their route&amp;amp;mdash;improving the scenery&amp;amp;mdash;to techniques they can easily learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: especially the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
How important is realistic scenery? It is fair to say that Premium Routes, free to Trainz Plus members and for a small fee to others, are selected by N3V Games largely on the basis of the scenery. Location is a substantial part of the interest in mastering a Trainz Session set in, say, the Rocky Mountains or Northern Italy; and the same can be said for conducting operations in a complex and realistic industrial area. It is conceivable that some users may have little or no interest (oh the  horror!) in actually running a railroad.  From T:ANE version forward a gamer may create a world in which the railroad is just part of the scenery.  Travel about such a world (&amp;quot;Route&amp;quot;) would be by car, truck, bus, boat, or airplane&amp;amp;mdash;or just walking.  This approach is now possible in Trainz, appealing to a user with a strong artistic nature.&lt;br /&gt;
&lt;br /&gt;
= Table of Contents =&lt;br /&gt;
The folowing subject areas are part of this Trainz Wiki How To Guide (click on a chapter title):&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD width=5%&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD width=15%&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Layout LAYOUT]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD width=5%&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD width-30%&amp;gt;Starting a route; Linear vs. Area models; hiding the &amp;quot;Edge of the World&amp;quot;.&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Hills_and_Valleys HILLS and VALLEYS]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Ups and downs: creating terrain.&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Object_and_Spline_Assets OBJECT and SPLINE ASSETS]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Adding objects and spline objects; spline shadows; backdrops.&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Coloring_.28Painting.29 COLORING (PAINTING)]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Selecting and applying ground textures.&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Water_Features WATER FEATURES]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Creating surface waters: creeks, streams, lakes, waterfalls, and the ocean.&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Some Basic Rules ===&lt;br /&gt;
&lt;br /&gt;
For every route builder, the first consideration is achieving a scenery consistent with the landscape they are mimicking.  Choice of objects, particularly vegetation (types of trees, for example.), is perhaps primary but topography&amp;amp;mdash;creating the terrain of hills, mountains, gullies, etc.&amp;amp;mdash;is of great importance and should be the starting point for a new route or expansion of an existing route.  Another rule requiring consideration is the &amp;quot;decrease detail with distance&amp;quot; rule. The computer will attempt to render everything you have added within a scene (up to the &amp;quot;Draw Distance setting); and the scene is constantly moving with the train being operated. Great detail may be called for close to the track, but not at distances far from the track.  Details should decrease with distance on the premise that no one is really going to notice them, no matter how much fun they might be to create, and rendering them places a cost on performance. Note that a decrease in detail with distance from the viewer is built in to most assets and ground textures to avoid over straining the rendering process.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;td&amp;gt;[[file:TrainzWiki.png|link=]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Using Topology Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Using Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30993</id>
		<title>How to Make Good Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30993"/>
		<updated>2021-12-16T02:34:07Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Found an excellent example of hiding the edge in a small layout w/o mountains&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz aficionados are a diverse group with varied interests in one or more of the multiple aspects of this game.  Developing the scenery that surrounds the tracks is one such aspect, but one that only a few have really mastered.  This How-To page will introduce those interested in improving the look of their route to techniques they can learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
= Layout =&lt;br /&gt;
&lt;br /&gt;
The first thing to understand about layout of a Route is the &amp;lt;b&amp;gt;ground type&amp;lt;/b&amp;gt;. From TS2009 onward, Trainz releases have included two ground types:&lt;br /&gt;
* &#039;&#039;&#039;classic, 10-m grid&#039;&#039;&#039; - the original Trainz ground type and the default;&lt;br /&gt;
* &#039;&#039;&#039;classic, 5-m grid&#039;&#039;&#039; - ground type using the classic texturing technique, but storing four times the number of sample points.&lt;br /&gt;
The 5-m grid is great for fine detail close to the track but, as always, with an increase in detail comes a potential impact on performance. A mix of 10- and 5-m grids can be utilized: the 5-m grid used near the track where high detail is desirable, the 10-m grid in all other places. Implementing grid type is discussed elsewhere (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Ground_Types Ground Types]&amp;lt;/span&amp;gt;&#039;&#039;) but realize that the grid type is set independently for each [[baseboard]] and not some portion of a baseboard.  Only the &amp;lt;b&amp;gt;Paint&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tools are impacted by the grid size setting. &lt;br /&gt;
&lt;br /&gt;
With respect to the layout of a Route or Map, Trainz users tend to follow one of two models: the &#039;&#039;&#039;Linear&#039;&#039;&#039; model or the &#039;&#039;&#039;Area&#039;&#039;&#039; model.  Placement of [[baseboard]]s end to end allows the Linear model to develop long track runs with minimal effort. An excellent example is &amp;quot;Belarusian woodland&amp;quot; by Oleg Khim.  The Area model (a large map of many baseboard squares) takes more effort but can better render distant scenery.  Excellent examples of this style are &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; by jango and &amp;quot;Bodmin &amp;amp; Wenford Railway TRS2019&amp;quot; by marky7890. The two layouts styles are sometimes combined: area style layouts used for places of cities, dense industries, and complex train yards connected by long runs of linear style layouts. An example approaching this mixed style is &amp;quot;Coal Country&amp;quot; by Scratchy and &amp;quot;Rodnye Prostory - SND&amp;quot; by TrainzLagutin 1995.  Note that layout choice is independent of prototypical vs. imaginary route design. However, scenery choices will be influenced by the model you choose to employ.&lt;br /&gt;
&lt;br /&gt;
With the Linear model, the edge of the baseboard is always a short distance away from the track, dictating specific scenery choices to obscure this fact from the view of the train. The Area model is especially suitable to creating  mountainous country, such as depicted in &amp;quot;TRS19 Canadian Rocky Mountains - Viktor Lake to Ross Peak &amp;amp; Glacier&amp;quot; by RoysTrainz. Mountains that rise high above the track elevation require space to gain that elevation without displaying unreal slopes  and &amp;quot;TRS2019 Canadian Rocky Mountains Ottertail to Castle Jct&amp;quot; by RoysTrainz shows just how big a map is needed to provide massive mountain peaks. The Area model can also be used to compress a lot of track in a small baseboard set by separating track areas with tall features (hills or backdrops). This layout &amp;quot;folds&amp;quot; a Linear track into an Area layout following techniques used by model railroad builders/designers.&lt;br /&gt;
&lt;br /&gt;
===Edge of World ===&lt;br /&gt;
No matter the size of the layout developed, the reality is your world map will have an edge.  If a square or rectangular configuration of baseboards is maintained with expansion, this edge will simply appear as the end of the world so long as your viewpoint remains on the map. However, with the &amp;lt;b&amp;gt;Linear&amp;lt;/b&amp;gt; style especially, maintaining a rectangular or square map is not possible for routes of any size. On flat terrain, the view from close to the tracks can show the sides of baseboards at the margins in what has been dubbed the &amp;quot;world edge effect&amp;quot;. Fortunately, this problem can be reduced or avoided in a number of different ways. Here, we list the following aids to hide the &amp;quot;world edge&amp;quot; (each is discussed below under the appropriate subject): &lt;br /&gt;
* behind scenery objects;&lt;br /&gt;
* behind backdrops or a &amp;quot;double rise&amp;quot; (distant high terrain);&lt;br /&gt;
* behind higher elevation topography (hills or mountains);&lt;br /&gt;
* by extending water (ocean or large lake) to the &amp;quot;horizon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The ever popular &amp;quot;Mojave Sub Division&amp;quot; by Jointedrail presents an interesting situation.  A prototypical route, track direction and terrain are set by the real world and terrain varies from steep, high hills  to flat desert and valley bottom, in places changing dramatically. The &amp;quot;world edge&amp;quot; effect is dealt with by the breadth of this linear layout (width varies from 6 to 12 baseboards), yet the &amp;quot;edge&amp;quot; remains conspicuous in many locations.  A relatively small Area style route depicting terrain with minimal topography that deftly handles hiding the map edges is &amp;quot;Fall Harvest-Nebraska&amp;quot; by Robert3a0.  In this route, minimizing the vertical faces of baseboards applies two tricks: distancing the tracks from the edges and using long straight arrangements of baseboards. &lt;br /&gt;
&lt;br /&gt;
= Hills and Valleys =&lt;br /&gt;
&lt;br /&gt;
Enhancing topography changes a flat baseboard into one with hills and valleys, opening up opportunities for road and railroad cuts, viaducts and bridges, and, of course, tunnels.  Varied topography establishes glimpses of the wider world as a train moves down the track.  Of course, a generally flat terrain is realistic for many parts of the world and certainly not a &#039;bad&#039; thing. Topography on a Route is developed using tools found in the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology menu]&#039;&#039;&#039;&amp;lt;/span&amp;gt; in Surveyor mode (correct term would be &amp;quot;topography&amp;quot;).  The top row in this menu has tools for &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;A&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.  These tools are explained on the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology Help Page]&#039;&#039;&#039;&amp;lt;/span&amp;gt;. However, before applying, set the radius and sensitivity of the tool with the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Cursor radius &#039;+/-&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sensitivity &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dials, respectively.  The next row has additional settings, the most useful of which is on the right: the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool.  The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get height &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool appears to do nothing useful in TRS2019 (see &amp;quot;Problems&amp;quot; at bottom). However, the elevation of a point on the baseboard can be obtained using the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool instead. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Use height &#039;H&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; window  sets the topography tool to draw the ground at the elevation setting entered (or obtained with the Plateau &#039;P&#039; tool) in the Height Value window to the left. &lt;br /&gt;
&lt;br /&gt;
The process of creating a varied terrain starts by raising (and perhaps lowering) the ground surface using moderate radius and sensitivity settings (or higher settings to create mountainous topography). Practice using different settings for radius and sensitivity to develop skill in using these tools.  Once the basic terrain has been established, the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool can be an excellent smoothing instrument, even on sloped ground.  Set the sensitivity high and the radius on however large an area is to be smoothed (best results are achieved using a high radius setting).  The Plateau setting uses the elevation at the tool center; moving it quickly over a limited area and regularly resetting the center point will change a rough surface into a smooth slope. Moving the tool along a contour works best.  Again, practice  is necessary to acquire this skill.  Assuming your tracks are already in place, this setting (with radius set at small) allows you to bring slopes in close for realistic cuts or fills near the line. &lt;br /&gt;
&lt;br /&gt;
All land is the result of the forces of erosion and gravity acting upon some earlier (geologically earlier) uplift. You can raise up the land, but fine tuning is then applied for a more realistic look and this entails removing portions of the uplift. Steeper slopes (cliffs) represent more resistant material: that is, rock; but mass-wasting (localized landslides) can create a cliff in more easily eroded material.  Indeed, concave slopes present a picture of substantial, on-going erosion whereas convex slopes are more often seen in late-stage eroded landscapes (hills and gentle valleys). However, these are generalizations and slope form is highly varied in most regions. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tools are used to shape the land, usually at small to medium radius and medium sensitivity settings.  Height up &#039;U&#039; produces a convex surface and Height down &#039;D&#039; produces a concave surface where applied on a slope.&lt;br /&gt;
&lt;br /&gt;
Very fine adjustments around tracks, roads, or buildings require putting radius and sensitivity at their lowest settings and clicking as needed to adjust the land height in relation to the object. Two things need be understood in applying this action, foremost of which is the fact that only clicking directly on a grid vertex point will cause the ground to rise or fall.  If hidden by ground texture, you may need to move around a bit to find the &amp;quot;sweet spot&amp;quot;.  Secondly, raising or lowering the ground may also raise or lower the object, requiring later object height adjustment.  However, for spline objects, if the height as been set (the white spinning circle changed to a yellow spinning circle) adjustment of the ground surface will not effect the spline vertex and raising the ground can bury part of the spline.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffb0 width=&amp;quot;750&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;td width=25&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;A&amp;lt;/font&amp;gt;djusting the ground height around a spline vertex can be frustrating if you have not first &amp;quot;fixed&amp;quot; the vertex height.&amp;lt;/td&amp;gt;&lt;br /&gt;
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== Topography Shortcuts ==&lt;br /&gt;
&lt;br /&gt;
A new baseboard has a flat surface at 0.00 (feet or meters). Transforming this into a higher (or lower) elevation can be time-consuming using the height up or down tools available in the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; Menu.  Putting the Radius &#039;R&#039; at maximum will speed up the process, but the &amp;lt;b&amp;gt;Use height &#039;H&#039;&amp;lt;/b&amp;gt; tool can make fast work of bringing up the entire (or much of) the new baseboard to an elevation typed into the Height value window and then &amp;quot;painting&amp;quot; with the tool across the baseboard surface. To extend tall hills or mountains, the &amp;lt;b&amp;gt;Copy and paste&amp;lt;/b&amp;gt; tool is an even faster option.  Copy a large area from a previously created upland, unselecting all but the &amp;lt;b&amp;gt;Paste height&amp;lt;/b&amp;gt; option, then in &amp;lt;b&amp;gt;Paste mode&amp;lt;/b&amp;gt; drop the copied area onto the new location(s).  Do not unselect the &amp;lt;b&amp;gt;Paste textures&amp;lt;/b&amp;gt; mode if you also wish to maintain the colors/textures from the original version. Use the Plateau &#039;P&#039; tool to smooth out transition areas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
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&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Layout|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Object and Spline Assets|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
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= Object and Spline Assets =&lt;br /&gt;
Two types of assets exist in Trainz: &amp;lt;b&amp;gt;objects&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;splines&amp;lt;/b&amp;gt;.  In surveyor mode, scenery objects are added and manipulated using the Objects Menu reached by clicking on the &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt; tab. Tracks and objects directly related to tracks are dealt with separately under the &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; tab. For explanations on the various tools and settings provided see pages describing the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Objects_Tab Objects Tab]&amp;lt;/span&amp;gt; and &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Track_Tools Tracks Tab]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Spline Shadows===&lt;br /&gt;
Implementation of shadows cast by objects was one of the great steps forward made by Trainz to render a realistic GUI.  Certain objects, notably spline objects with a low profile (such as roads and tracks) should not, of course, cast a shadow. To avoid this problem, the spline must be set down tight against the ground; any gap between the spline and the ground will appear as a dark line (a shadow).  Spline objects conform to variations in slope as the spline is laid, but fixing the spline points (this changes the vertex from a white to a yellow rotating circle) with the &amp;lt;b&amp;gt;Adjust spline height &#039;H&amp;quot;&amp;lt;/b&amp;gt; setting in &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;Spline height &#039;H&#039; &amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;&#039;Spline mode &#039;S&#039;&amp;lt;/b&amp;gt; for &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt;) removes ground conforming between the points.  Small rises now bury the spline and small dips produce a shadow. On a perfectly level board, these particular problems do not occur, although many spline objects will still cast a shadow if not height adjust. The solution is to bring the spline segments back into close conformance with the ground. Two possible approaches &amp;amp;mdash;adjust the spline height or adjust the ground height&amp;amp;mdash;may both need to be utilized wherever on a Route the shadowing is clearly observable.&lt;br /&gt;
&lt;br /&gt;
A first step is to use the &amp;lt;b&amp;gt;&#039;Smooth spline &#039;S&#039;&amp;lt;/b&amp;gt; tool found in the &amp;lt;b&amp;gt;Advanced&amp;lt;/b&amp;gt; section of the Spline Mode menu (same tool is &amp;lt;b&amp;gt;Smooth spline height &#039;S&#039;&amp;lt;/b&amp;gt; in the advanced tools for &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt;). This tool corrects the terrain topography under the spline segment (section between two vertices) clicked on.  The spline is smoothed and the ground brought into conformance with the spline.  But this conformance may or may not eliminate a shadow, depending on the particular asset, as many are created to lie slightly above the ground. The next step is to apply the &amp;lt;b&amp;gt;&#039;Spline height &#039;H&#039;&amp;lt;/b&amp;gt; tool under Advanced )&amp;lt;b&amp;gt;Adjust spline height &#039;H&#039;&amp;lt;/b&amp;gt; for track splines), lowering the vertices while holding down the CTRL key (allows very fine adjustments).  Using the Smooth spline height tool may not be desirable in some situations, as it has an impact over topography some distance from the spline (may level the ground too far out from the road or track). In this case, the ground will need to be raised up to the spline to eliminate the shadow. The tool used is &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Topolgy&amp;lt;/b&amp;gt; menu, putting both Radius and Sensitivity on the absolute lowest settings. The &amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool may need to be employed to make adjustments.  Realize, both tools only operate if clicked on a grid vertex, having no effect if clicked away from a vertex. The tools raise or lower a vertex and the ground &amp;quot;follows&amp;quot; as a surface determined by the surrounding vertices.&lt;br /&gt;
&lt;br /&gt;
Achieving &amp;quot;no shadow&amp;quot; may be impossible in some small parts of a segment due to bending of the spline. Moving the spline point closer to a grid vertex may help. Using spline assets with &amp;quot;skirts&amp;quot; (for example, ballast in track splines) certainly makes the process easier as these have greater height latitude. Simply hiding conspicuous shadows with a grass asset or placing an object like a car on the shadow are other options.&lt;br /&gt;
&lt;br /&gt;
===Backdrops===&lt;br /&gt;
&#039;&#039;&#039;Backdrops&#039;&#039;&#039; are used to create the illusion of distant terrain, enabling builders to set up landscaped horizons such as mountains and cityscapes quicker and with less impact to the frame-rate. To achieve this, a backdrop has a much greater draw distance than other scenery assets so that it is visible from far away (5 km or ~5000 yds). Backdrops are valuable with layouts based on the &amp;lt;b&amp;gt;Linear Model&amp;lt;/b&amp;gt;, particularly where there is minimal topography (steppes and plains), obviating the need to add map squares to create a sense of distance beyond the tracks.  Even in &amp;lt;b&amp;gt;Area Model&amp;lt;/b&amp;gt; layouts backdrops can be used to great advantage, as is aptly demonstrated  by Jango in &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; in which distant villages are skillfully rendered by short backdrops.&lt;br /&gt;
&lt;br /&gt;
Backdrops are provided as either object assets or spline assets. Because these assets are relatively easy to create and typically designed for specific purposes to match the developer&#039;s route, backdrops available on the DLS vary widely in subject and quality. &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Content_ManagerSearch Search]&amp;lt;/span&amp;gt; for &amp;quot;backdrop&amp;quot; in the DLS for access to an extensive number of offerings.&lt;br /&gt;
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A form of backdrop labeled a &amp;quot;&amp;lt;b&amp;gt;double rise&amp;lt;/b&amp;gt;&amp;quot; is created with the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool. A low hill or objects (for example trees or buildings) are used close by the tracks to obscure the land immediately beyond, which is made to slope downward, then rise up to create the illusion of far distant mountains or hills. The illusion is accomplished by using no objects or small objects to represent very distant trees on the far rise.  Painting and topography also contribute by using muted colors tending to more purple shades.  An example of this approach can be seen in the MSP route &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot;, where a distant snow-capped range is actually much closer to the tracks than would be possible in a narrow layout. The dip between the tracks and the far rise is obscured from view taking away from the viewer cues normally present to assess distance.      &lt;br /&gt;
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= Coloring (Painting) =&lt;br /&gt;
Coloring the landscape (&amp;quot;ground texturing&amp;quot;) is accomplished with the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Paint_Tools Paint Tool]&amp;lt;/span&amp;gt;&#039;&#039;&#039; &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt; tool. This tool opens a display of all the of the &amp;quot;paints&amp;quot; or tiles residing locally on your computer.  Each combines colors and textures (in 2D) providing hundreds of possible choices for painting the ground.  This tool is a paint brush with the ability, after selecting a tile, of enlarging the tile image (&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture scale &#039;Ctrl [/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;) and changing the tile orientation &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture direction &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;).  The diameter of the brush tool is set by the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Radius &#039;-/+&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dial. A &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get texture &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool turns on a pointer that, when clicked on a painted location on the map, loads the tile in the brush. The loaded tile is shown in the square directly above the &amp;quot;Radius&amp;quot; dial. If you locate a tile by typing a word/name in the box above the tile display columns, the square displaying the loaded tile does not work if you then select a tile using the selection tool, even though the selected tile is likely loaded into the brush. We say &amp;quot;likely&amp;quot; because a painted area can become a combination of several different tiles, with certain tiles dominating the selection tool to the exclusion of what is displayed.&lt;br /&gt;
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Once a selected tile is loaded, the image can be painted across the terrain. &lt;br /&gt;
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Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. To the right of the cloud preview window and boxes to select ambient, sun, and water color is a vertical slider. Clicking on the green dot at the bottom of the time dial turns the slider on for midday.  Now adjust the slider to set a proper brightness; too bright, and your color tile selections will look washed out.&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
[[File:10-m-grid.jpg|300px|left|Baseboard with grid-size of 10-m]]&lt;br /&gt;
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===Grid Size Effect===&lt;br /&gt;
One reason to not over utilize the 5-m grid size on a layout is the little difference selecting 5-m over 10-m makes for all but limited areas on a Route. Consider just two tiles; say ballast laid along a track cutting through grass.  On a 10-m grid, the ballast tends to flare out in triangles (depending upon the track angle relative to the underlying grid) or not appearing under the track at all in other places.  In the figure at left, the interaction of dry grass tiles and ballast tiles along the track in the distance shows triangles of ballast at 10-m grid setting. On a 5-m grid, this effect is much reduced, similar to that seen along the track in the foreground of the figure.  The ballast is more easily constrained to the vicinity of the track and the line between grass and ballast can be made closer to an expected line parallel with the rails. In essence, a 5-m grid does permit more precision in painting the ground color/texture where multiple colors/textures are interacting. This precision appears to be the only real advantage gained at the expense of an enhanced cost to performance, suggesting careful consideration of which baseboards might really benefit from having a 5-m grid setting. In fairness, the adverse rendering of adjacent tile interaction on a 10-m grid is less noticeable at low angles and can be ameliorated somewhat by using tiles having minimal contrast. &lt;br /&gt;
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== Picking tile colors ==&lt;br /&gt;
The number of choices of coloring tiles is large, easily in the hundreds. Picking a suitable tile or combination of tiles is first a matter of deciding what sort of ground you wish to portray. The basic categories are going to be: vegetation, rock, bare soil, and water. Vegetation is likely to occupy the largest area of the map, except in very dry climates (e.g., deserts, dominated by bare soil) and rocky areas with thin soils. Water is discussed in more detail below under &amp;quot;Water Features&amp;quot;.&lt;br /&gt;
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Initially, decide on a suitable &amp;quot;theme&amp;quot; color best representative of the location and type of terrain you intend to emphasize (say, dry grassland) and paint broad areas with this theme color.  The purpose here is to unify your route&#039;s overall look. Of course, you might have more than one theme color if patches are typical or hills look different than valleys or plains. Understand that no single tile provides an entirely natural look if not augmented to some degree by other tiles.  These contrasting colors/textures might represent bare patches in the vegetation or subtle shadings or local changes in vegetation or soil type reflective of the real world.   &lt;br /&gt;
&lt;br /&gt;
=== Tile basics ===&lt;br /&gt;
Coloring the map surface is done by spreading small tiles over the map grid. We call these &amp;quot;tiles&amp;quot; because each is a usually six-sided pattern that is repeated &amp;lt;i&amp;gt;ad infinitum&amp;lt;/i&amp;gt; as it is laid down (painted). On the 10-m grid, the tool places a tile diagonally (NW to SE or NE to SW) only centered on the yellow grid intersections. You can control the area covered by the tool (&amp;lt;b&amp;gt;Radius &amp;quot;-/+&amp;quot;&amp;lt;/b&amp;gt;) and the pattern size (&amp;lt;b&amp;gt;Texture scale &amp;quot;Ctrl [/]&amp;quot;&amp;lt;/b&amp;gt;)&amp;amp;mdash;this is not the area covered, but an enlargement of the actual pattern. Available tiles range from plain color to complex patterns mimicking ground textures of all sorts. Many of these are very good and others, not so good. Because the painting involves laying tiles one after the other, &amp;lt;b&amp;gt;secondary patterns&amp;lt;/b&amp;gt; are almost inevitable. The better texture tiles tend to minimize this.  If a created tile is even a little darker in one part than elsewhere, a secondary pattern will appear. How troublesome these secondary patterns are depends upon the viewed distance. Viewed from the cab, close-in chase, or lineside cameras, secondary patterning is not usually a huge problem.&lt;br /&gt;
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Secondary patterns can be distracting but several options exist to minimize the problem. First, for broad (e.g., &amp;quot;theme&amp;quot;) area painting, select tiles that lack strong contrasts in color (appear highly textured) as these produce very noticeable secondary patterns. Here, selection for color is more important than texture; save highly textured tiles for areas close to the track. Use the Texture scale &#039;Ctrl [/]&#039; set high or at maximum to reduce the frequency of repeat of the pattern.  Regularly change the Texture direction &#039;[/]&#039; and Scale settings as the tile is painted over broad areas to break up the secondary pattern, although adjusting Texture scale Ctrl &#039;[/]&#039; too far downward may not be helpful. Another option might be to create a complex ground pattern mixing several different tiles and applying this to the broader areas using the Copy and paste tool. Finally, realize that covering the ground with a high density of objects (such as lots of trees) can effectively obscure the secondary pattern (of the forest floor). &lt;br /&gt;
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= Water Features =&lt;br /&gt;
Of all the various landforms one can create, water features hold the greatest potential for enhancing scenery along a Route. And water is superbly rendered using the water tools found in Surveyor &#039;&#039;&#039;Topology - Get height&#039;&#039;&#039;.  Three tools are provided: &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Add water &#039;W&#039;, Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. An input box for setting water surface height is provided.  The &#039;&#039;Add water&#039;&#039; tool paints a surface in the same manner as coloring, described above.  However, the water surface has unique properties, the most significant being it is transparent and reflective. Improvements in rendering of these properties with each successive Trainz version has certainly been a major contribution to making a realistic CGI.&lt;br /&gt;
&lt;br /&gt;
Painting water establishes a level surface at the setting in the &#039;&#039;water surface height&#039;&#039; box. Expanding this surface always maintains the same height as long as you begin painting from the existing surface (no need to adjust the setting).  The  &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool adjust the entire connected surface all at once, but does not change any other water surfaces on the map not connected to the one being adjusted. Thus, you can create a series of lakes at different elevations so long as the water surfaces of each are not connected. Determine this independence by selecting &amp;lt;b&amp;gt;Wireframe View&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Display Menu&amp;lt;/b&amp;gt; (or pressing &amp;lt;b&amp;gt;F9&amp;lt;/b&amp;gt;). This displays the baseboard in white and the water surface(s) in grey, removing all the painted surfaces.  Use the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool to disconnect close-by water surfaces that you wish to set to different heights. Working upstream of a long river, you can progressively raise the surface of segments at points with rapids, waterfalls, or dams. Just be sure the water surface is broken at these points. An oddity built into the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool is that if you hold down the Shift-Key while raising or lowering the water surface, the surface becomes bendy, going up or down within a limited area, no longer representing a level surface. If you bend it too much, it snaps back to a level surface at some new height. There must be a use for this?&lt;br /&gt;
&lt;br /&gt;
=== Water Color ===&lt;br /&gt;
Because the water surface is transparent, the color of the water feature and/or the nature of the bottom can be established by coloring the underlaying board surface. Creating muddy water or an algae-colored pond then becomes a matter of selecting an underlying color producing the desired result. The intensity of these underwater paints is controlled NOT by the distance between the water surface and the baseboard (water depth), but by distance from a shore. Over a baseboard without coloring, water has a color based on settings as described in the next paragraph; the board grid shows through for a distance up to about 40 m (130 ft) from a shore.  Beyond that, the bottom fades away (no matter how colored) and water color darkens. This property is one of the great improvements made between TRS2012 and TRS2019 versions. Essentially, realistic deep water is built in and need not be rendered by painting the bottom with progressively darker color or physically lowering the surface (which never worked anyway).  Thus, the offshore bottom need not be any deeper than the nearshore shoaling.  Ocean depths are not rendered by grid depth or coloring; you can bother to color or not color deep water bottom.  See &amp;quot;ocean and large lakes&amp;quot; below to learn how to tweak the color of deep water on your route. &lt;br /&gt;
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Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. Here you can set the color of your water features (one setting sets all).  Make sure the time dial is pointing straight down (noon) and click on the green dot below it.  Selecting any dot turns on the tools that establish the color ambiance of the Route at the time of day represented by the position of the green dot, but starting with noon is most influential for the daylight hours. The three boxes to the right of the cloud preview determine what the color dials will influence; the bottom box is &amp;lt;b&amp;gt;water color&amp;lt;/b&amp;gt;. Selecting that box and then tweaking the red, green, and blue color dials allows setting water color over a wide range.  The vertical slider to right sets the overall brightness of the scene (not just water).  A well illustrated description of setting water color is found at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Water_Colour Environment Tools - Water Colour]&amp;lt;/span&amp;gt;.&lt;br /&gt;
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===Water Surface===&lt;br /&gt;
&lt;br /&gt;
In addition to transparency and reflectivity, the water surface in Trainz has a third unique property: that of water surface condition. Nine different &amp;quot;sea state&amp;quot; conditions are available under &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt;. Select &amp;lt;b&amp;gt;Environment&amp;lt;/b&amp;gt; (sun rising icon) and note &amp;lt;b&amp;gt;Water&amp;lt;/b&amp;gt; (2nd from bottom).  Click on the text window to produce a list of available options. If your water surface is showing behind the &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt; window, you will see instantly the effect of changing the water surface property from &amp;quot;glassy&amp;quot; through &amp;quot;rough&amp;quot;. The setting will apply to all the water surfaces created on your route, so you may have to compromise if you have both ocean and inland lake/pond water features. Click on &amp;quot;&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;&amp;quot; (top right)&amp;amp;mdash;your selection is saved and the window closed (see also &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Set_the_Water_Surface Environment Tools - Set Water Surface]&amp;lt;/span&amp;gt;).&lt;br /&gt;
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Two other choices (selected on the left) are &amp;lt;b&amp;gt;Environment -&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt;. &lt;br /&gt;
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The water surface color is influenced by the sky. --&amp;gt;&lt;br /&gt;
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=== Rivers and Streams ===&lt;br /&gt;
Several options exist for rendering a river or stream on a route map. The most direct and perhaps easiest to create is a narrow, linear basin with a water surface. Painting the water surface confined by a topography of banks and detailed with appropriate bank and bottom coloring tiles produces a very satisfactory aquatic feature that can be lined with trees, shrubs, and/or grasses.  Important to remember in creating the course of the feature is to develop meanders and bends, minimizing long straight segments. &lt;br /&gt;
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In a landscape of topographic relief (mountainous), extending a linear feature with the level water surface may prove impractical, requiring that the water surface be broken up into unconnected segments that can rise step-like as the stream extends upslope.  A good example of how to &amp;quot;connect&amp;quot; these segments is provided in the MPS Route, &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot; where a wild river is depicted flowing from tributaries and lakes down to a coastal estuary. &lt;br /&gt;
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Creeks and small streams can be perennial (contain water year-round) or intermittent (flowing water present during the wet season).  Dry streams might be created by a contrasting tile &amp;quot;material&amp;quot; representing sand, mud, or rounded boulders/gravel as a bed winding across the terrain beyond the banks.  A number of stream spline objects are available to represent water, the splines presenting different widths and colors (search the Download Station for &amp;quot;stream&amp;quot; and &amp;quot;river&amp;quot;). For wider splines, first create the physical channel, lay the spline in, and then cover the edges by raising the banks. Narrow splines can be used in short segments where the water is just glimpsed within a dense riparian vegetation. If you do not set the spline height, the depicted feature will follow the ground surface (bed) you created.&lt;br /&gt;
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=== Ocean and large lakes ===&lt;br /&gt;
Sea coasts and large lakes are extensive water features extending out to a distant horizon.  Several baseboards out is sufficient, unless higher elevation views are anticipated (for example, a track laid well above the shore).  Because depth does not influence the appearance of the water body (see &amp;quot;water color&amp;quot; above), the ocean or lake baseboard  can be a level surface only a little below the water surface. Coloring the board is optional, except close to the shore where the map grid (&amp;quot;Grid (PBR)&amp;quot;) is visible.   If the &amp;quot;horizon&amp;quot;&amp;amp;mdash;the outermost baseboard&amp;amp;mdash;is kept to a line of baseboards oriented east-west or north-south, the appearance will be a natural one blending into the sky. However, if these horizon baseboards jog inward or outward, the sides of one or more baseboards (which are actually three dimensional blocks) will be seen (&amp;quot;World Edge&amp;quot; effect) from some points on the land. Pushing the horizon further out will reduce this obvious break in the horizon line to some degree, but not completely eliminate it. Placing a far shore (or another land) or an appropriate backdrop can solve this problem. &lt;br /&gt;
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It is possible to overcome the disappearance of bottom with distance from shore and, for example, create an offshore reef or shoal or just extensive shallow water with a unique bottom type or color.  Choose an area to create this and raise the bottom to just &amp;lt;u&amp;gt;above&amp;lt;/u&amp;gt; the water surface using the &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; tool set at low sensitivity. Then lower the area (&amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool) to just &amp;lt;u&amp;gt;below&amp;lt;/u&amp;gt; the water surface; the grid (or bottom color) will disappear. Now, click anywhere on the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool.  This has the effect of resetting the display relationship between the water surface and the bottom for the entire baseboard. The shoaled area, without any shore, will reappear and can be colored as sand or mud.  You can expand the shoal with the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool set at high sensitivity and wide radius. Although it may appear that nothing is happening as you do this, clicking the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool will reveal the change you are making. Switching to &amp;lt;b&amp;gt;Map View&amp;lt;/b&amp;gt; under the Camera Menu will show the bottom display as light blue for deep water (bottom not visible), light grey for visible but fading bottom, and dark grey (or some color if not &amp;quot;Grid (PBR)&amp;quot;) for shoal bottom.  Curiously, returning these areas to &amp;quot;deep water&amp;quot; will remove the shoal, but have no impact on the color scheme displayed in Map View (in Trainz Plus; could be adjusted in earlier Trainz builds).&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffb0 width=&amp;quot;750&amp;quot;&amp;gt;&lt;br /&gt;
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=Problems=&lt;br /&gt;
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The &amp;lt;b&amp;gt;Get Height &#039;G&#039;&amp;lt;/b&amp;gt; tool of the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; menu is essentially non-functional; an elevation will sometimes be obtained (once only if Plateau &#039;P&#039; is set and &#039;G&#039; is typed), but the value is not  the current cursor point on the baseboard but some previous value selected. The &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool serves to obtain the elevation of a point on the baseboard in TRS2019. &lt;br /&gt;
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Using the shortcut key, cap &#039;S&#039;, will crash the program in versions of &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt; earlier than Build 114800. Problem is fixed by updating to TRS2019 SP4.&lt;br /&gt;
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The &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; tool discussed above to set ambient brightness and water color lacks a &amp;quot;save&amp;quot; button. To complete your actions and presumably &amp;quot;save&amp;quot; your settings, you can only close the window. However, this action alone will &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; save your settings. Before closing surveyor you must make some other change to the map board, then save the session.&lt;br /&gt;
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=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
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[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30662</id>
		<title>How to Make Good Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30662"/>
		<updated>2021-11-05T17:24:54Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Adding text covering small streams/creeks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz aficionados are a diverse group with varied interests in one or more of the multiple aspects of this game.  Developing the scenery that surrounds the tracks is one such aspect, but one that only a few have really mastered.  This How-To page will introduce those interested in improving the look of their route to techniques they can learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
= Layout =&lt;br /&gt;
&lt;br /&gt;
The first thing to understand about layout of a Route is the &amp;lt;b&amp;gt;ground type&amp;lt;/b&amp;gt;. From TS2009 onward, Trainz releases have included two ground types:&lt;br /&gt;
* &#039;&#039;&#039;classic, 10-m grid&#039;&#039;&#039; - the original Trainz ground type and the default;&lt;br /&gt;
* &#039;&#039;&#039;classic, 5-m grid&#039;&#039;&#039; - ground type using the classic texturing technique, but storing four times the number of sample points.&lt;br /&gt;
The 5-m grid is great for fine detail close to the track but, as always, with an increase in detail comes a potential impact on performance. A mix of 10- and 5-m grids can be utilized: the 5-m grid used near the track where high detail is desirable, the 10-m grid in all other places. Implementing grid type is discussed elsewhere (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Ground_Types Ground Types]&amp;lt;/span&amp;gt;&#039;&#039;) but realize that the grid type is set independently for each [[baseboard]] and not some portion of a baseboard.  Only the &amp;lt;b&amp;gt;Paint&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tools are impacted by the grid size setting. &lt;br /&gt;
&lt;br /&gt;
With respect to the layout of a Route or Map, Trainz users tend to follow one of two models: the &#039;&#039;&#039;Linear&#039;&#039;&#039; model or the &#039;&#039;&#039;Area&#039;&#039;&#039; model.  Placement of [[baseboard]]s end to end allows the Linear model to develop long track runs with minimal effort. An excellent example is &amp;quot;Belarusian woodland&amp;quot; by Oleg Khim.  The Area model (a large map of many baseboard squares) takes more effort but can better render distant scenery.  Excellent examples of this style are &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; by jango and &amp;quot;Bodmin &amp;amp; Wenford Railway TRS2019&amp;quot; by marky7890. The two layouts styles are sometimes combined: area style layouts used for places of cities, dense industries, and complex train yards connected by long runs of linear style layouts. An example approaching this mixed style is &amp;quot;Coal Country&amp;quot; by Scratchy and &amp;quot;Rodnye Prostory - SND&amp;quot; by TrainzLagutin 1995.  Note that layout choice is independent of prototypical vs. imaginary route design. However, scenery choices will be influenced by the model you choose to employ.&lt;br /&gt;
&lt;br /&gt;
With the Linear model, the edge of the baseboard is always a short distance away from the track, dictating specific scenery choices to obscure this fact from the view of the train. The Area model is especially suitable to creating  mountainous country, such as depicted in &amp;quot;TRS19 Canadian Rocky Mountains - Viktor Lake to Ross Peak &amp;amp; Glacier&amp;quot; by RoysTrainz. Mountains that rise high above the track elevation require space to gain that elevation without displaying unreal slopes  and &amp;quot;TRS2019 Canadian Rocky Mountains Ottertail to Castle Jct&amp;quot; by RoysTrainz shows just how big a map is needed to provide massive mountain peaks. The Area model can also be used to compress a lot of track in a small baseboard set by separating track areas with tall features (hills or backdrops). This layout &amp;quot;folds&amp;quot; a Linear track into an Area layout following techniques used by model railroad builders/designers.&lt;br /&gt;
&lt;br /&gt;
===Edge of World ===&lt;br /&gt;
No matter the size of the layout developed, the reality is your world map will have an edge.  If a square or rectangular configuration of baseboards is maintained with expansion, this edge will simply appear as the end of the world so long as your viewpoint remains on the map. However, with the &amp;lt;b&amp;gt;Linear&amp;lt;/b&amp;gt; style especially, maintaining a rectangular or square map is not possible for routes of any size. On flat terrain, the view from close to the tracks can show the sides of baseboards at the margins in what has been dubbed the &amp;quot;world edge effect&amp;quot;. Fortunately, this problem can be reduced or avoided in a number of different ways. Here, we list the following aids to hide the &amp;quot;world edge&amp;quot; (each is discussed below under the appropriate subject): &lt;br /&gt;
* behind scenery objects;&lt;br /&gt;
* behind backdrops or a &amp;quot;double rise&amp;quot; (distant high terrain);&lt;br /&gt;
* behind higher elevation topography (hills or mountains);&lt;br /&gt;
* by extending water (ocean or large lake) to the &amp;quot;horizon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The ever popular &amp;quot;Mojave Sub Division&amp;quot; by Jointedrail presents an interesting situation.  A prototypical route, track direction and terrain are set by the real world and terrain varies from steep, high hills  to flat desert and valley bottom, in places changing dramatically. The &amp;quot;world edge&amp;quot; effect is dealt with by the breadth of this linear layout (width varies from 6 to 12 baseboards), yet the &amp;quot;edge&amp;quot; remains conspicuous in many locations. &lt;br /&gt;
&lt;br /&gt;
= Hills and Valleys =&lt;br /&gt;
&lt;br /&gt;
Enhancing topography changes a flat baseboard into one with hills and valleys, opening up opportunities for road and railroad cuts, viaducts and bridges, and, of course, tunnels.  Varied topography establishes glimpses of the wider world as a train moves down the track.  Of course, a generally flat terrain is realistic for many parts of the world and certainly not a &#039;bad&#039; thing. Topography on a Route is developed using tools found in the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology menu]&#039;&#039;&#039;&amp;lt;/span&amp;gt; in Surveyor mode (correct term would be &amp;quot;topography&amp;quot;).  The top row in this menu has tools for &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;A&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.  These tools are explained on the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology Help Page]&#039;&#039;&#039;&amp;lt;/span&amp;gt;. However, before applying, set the radius and sensitivity of the tool with the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Cursor radius &#039;+/-&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sensitivity &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dials, respectively.  The next row has additional settings, the most useful of which is on the right: the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool.  The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get height &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool appears to do nothing useful in TRS2019 (see &amp;quot;Problems&amp;quot; at bottom). However, the elevation of a point on the baseboard can be obtained using the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool instead. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Use height &#039;H&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; window  sets the topography tool to draw the ground at the elevation setting entered (or obtained with the Plateau &#039;P&#039; tool) in the Height Value window to the left. &lt;br /&gt;
&lt;br /&gt;
The process of creating a varied terrain starts by raising (and perhaps lowering) the ground surface using moderate radius and sensitivity settings (or higher settings to create mountainous topography). Practice using different settings for radius and sensitivity to develop skill in using these tools.  Once the basic terrain has been established, the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool can be an excellent smoothing instrument, even on sloped ground.  Set the sensitivity high and the radius on however large an area is to be smoothed (best results are achieved using a high radius setting).  The Plateau setting uses the elevation at the tool center; moving it quickly over a limited area and regularly resetting the center point will change a rough surface into a smooth slope. Moving the tool along a contour works best.  Again, practice  is necessary to acquire this skill.  Assuming your tracks are already in place, this setting (with radius set at small) allows you to bring slopes in close for realistic cuts or fills near the line. &lt;br /&gt;
&lt;br /&gt;
All land is the result of the forces of erosion and gravity acting upon some earlier (geologically earlier) uplift. You can raise up the land, but fine tuning is then applied for a more realistic look and this entails removing portions of the uplift. Steeper slopes (cliffs) represent more resistant material: that is, rock; but mass-wasting (localized landslides) can create a cliff in more easily eroded material.  Indeed, concave slopes present a picture of substantial, on-going erosion whereas convex slopes are more often seen in late-stage eroded landscapes (hills and gentle valleys). However, these are generalizations and slope form is highly varied in most regions. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tools are used to shape the land, usually at small to medium radius and medium sensitivity settings.  Height up &#039;U&#039; produces a convex surface and Height down &#039;D&#039; produces a concave surface where applied on a slope.&lt;br /&gt;
&lt;br /&gt;
Very fine adjustments around tracks, roads, or buildings require putting radius and sensitivity at their lowest settings and clicking as needed to adjust the land height in relation to the object. Two things need be understood in applying this action, foremost of which is the fact that only clicking directly on a grid vertex point will cause the ground to rise or fall.  If hidden by ground texture, you may need to move around a bit to find the &amp;quot;sweet spot&amp;quot;.  Secondly, raising or lowering the ground may also raise or lower the object, requiring later object height adjustment.  However, for spline objects, if the height as been set (the white spinning circle changed to a yellow spinning circle) adjustment of the ground surface will not effect the spline vertex and raising the ground can bury part of the spline.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffb0 width=&amp;quot;750&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;td width=25&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;A&amp;lt;/font&amp;gt;djusting the ground height around a spline vertex can be frustrating if you have not first &amp;quot;fixed&amp;quot; the vertex height.&amp;lt;/td&amp;gt;&lt;br /&gt;
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== Topography Shortcuts ==&lt;br /&gt;
&lt;br /&gt;
A new baseboard has a flat surface at 0.00 (feet or meters). Transforming this into a higher (or lower) elevation can be time-consuming using the height up or down tools available in the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; Menu.  Putting the Radius &#039;R&#039; at maximum will speed up the process, but the &amp;lt;b&amp;gt;Use height &#039;H&#039;&amp;lt;/b&amp;gt; tool can make fast work of bringing up the entire (or much of) the new baseboard to an elevation typed into the Height value window and then &amp;quot;painting&amp;quot; with the tool across the baseboard surface. To extend tall hills or mountains, the &amp;lt;b&amp;gt;Copy and paste&amp;lt;/b&amp;gt; tool is an even faster option.  Copy a large area from a previously created upland, unselecting all but the &amp;lt;b&amp;gt;Paste height&amp;lt;/b&amp;gt; option, then in &amp;lt;b&amp;gt;Paste mode&amp;lt;/b&amp;gt; drop the copied area onto the new location(s).  Do not unselect the &amp;lt;b&amp;gt;Paste textures&amp;lt;/b&amp;gt; mode if you also wish to maintain the colors/textures from the original version. Use the Plateau &#039;P&#039; tool to smooth out transition areas.&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Layout|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Object and Spline Assets|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
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= Object and Spline Assets =&lt;br /&gt;
Two types of assets exist in Trainz: &amp;lt;b&amp;gt;objects&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;splines&amp;lt;/b&amp;gt;.  In surveyor mode, scenery objects are added and manipulated using the Objects Menu reached by clicking on the &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt; tab. Tracks and objects directly related to tracks are dealt with separately under the &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; tab. For explanations on the various tools and settings provided see pages describing the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Objects_Tab Objects Tab]&amp;lt;/span&amp;gt; and &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Track_Tools Tracks Tab]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Spline Shadows===&lt;br /&gt;
Implementation of shadows cast by objects was one of the great steps forward made by Trainz to render a realistic GUI.  Certain objects, notably spline objects with a low profile (such as roads and tracks) should not, of course, cast a shadow. To avoid this problem, the spline must be set down tight against the ground; any gap between the spline and the ground will appear as a dark line (a shadow).  Spline objects conform to variations in slope as the spline is laid, but fixing the spline points (this changes the vertex from a white to a yellow rotating circle) with the &amp;lt;b&amp;gt;Adjust spline height &#039;H&amp;quot;&amp;lt;/b&amp;gt; setting in &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;Spline height &#039;H&#039; &amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;&#039;Spline mode &#039;S&#039;&amp;lt;/b&amp;gt; for &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt;) removes ground conforming between the points.  Small rises now bury the spline and small dips produce a shadow. On a perfectly level board, these particular problems do not occur, although many spline objects will still cast a shadow if not height adjust. The solution is to bring the spline segments back into close conformance with the ground. Two possible approaches &amp;amp;mdash;adjust the spline height or adjust the ground height&amp;amp;mdash;may both need to be utilized wherever on a Route the shadowing is clearly observable.&lt;br /&gt;
&lt;br /&gt;
A first step is to use the &amp;lt;b&amp;gt;&#039;Smooth spline &#039;S&#039;&amp;lt;/b&amp;gt; tool found in the &amp;lt;b&amp;gt;Advanced&amp;lt;/b&amp;gt; section of the Spline Mode menu (same tool is &amp;lt;b&amp;gt;Smooth spline height &#039;S&#039;&amp;lt;/b&amp;gt; in the advanced tools for &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt;). This tool corrects the terrain topography under the spline segment (section between two vertices) clicked on.  The spline is smoothed and the ground brought into conformance with the spline.  But this conformance may or may not eliminate a shadow, depending on the particular asset, as many are created to lie slightly above the ground. The next step is to apply the &amp;lt;b&amp;gt;&#039;Spline height &#039;H&#039;&amp;lt;/b&amp;gt; tool under Advanced )&amp;lt;b&amp;gt;Adjust spline height &#039;H&#039;&amp;lt;/b&amp;gt; for track splines), lowering the vertices while holding down the CTRL key (allows very fine adjustments).  Using the Smooth spline height tool may not be desirable in some situations, as it has an impact over topography some distance from the spline (may level the ground too far out from the road or track). In this case, the ground will need to be raised up to the spline to eliminate the shadow. The tool used is &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Topolgy&amp;lt;/b&amp;gt; menu, putting both Radius and Sensitivity on the absolute lowest settings. The &amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool may need to be employed to make adjustments.  Realize, both tools only operate if clicked on a grid vertex, having no effect if clicked away from a vertex. The tools raise or lower a vertex and the ground &amp;quot;follows&amp;quot; as a surface determined by the surrounding vertices.&lt;br /&gt;
&lt;br /&gt;
Achieving &amp;quot;no shadow&amp;quot; may be impossible in some small parts of a segment due to bending of the spline. Moving the spline point closer to a grid vertex may help. Using spline assets with &amp;quot;skirts&amp;quot; (for example, ballast in track splines) certainly makes the process easier as these have greater height latitude. Simply hiding conspicuous shadows with a grass asset or placing an object like a car on the shadow are other options.&lt;br /&gt;
&lt;br /&gt;
===Backdrops===&lt;br /&gt;
&#039;&#039;&#039;Backdrops&#039;&#039;&#039; are used to create the illusion of distant terrain, enabling builders to set up landscaped horizons such as mountains and cityscapes quicker and with less impact to the frame-rate. To achieve this, a backdrop has a much greater draw distance than other scenery assets so that it is visible from far away (5 km or ~5000 yds). Backdrops are valuable with layouts based on the &amp;lt;b&amp;gt;Linear Model&amp;lt;/b&amp;gt;, particularly where there is minimal topography (steppes and plains), obviating the need to add map squares to create a sense of distance beyond the tracks.  Even in &amp;lt;b&amp;gt;Area Model&amp;lt;/b&amp;gt; layouts backdrops can be used to great advantage, as is aptly demonstrated  by Jango in &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; in which distant villages are skillfully rendered by short backdrops.&lt;br /&gt;
&lt;br /&gt;
Backdrops are provided as either object assets or spline assets. Because these assets are relatively easy to create and typically designed for specific purposes to match the developer&#039;s route, backdrops available on the DLS vary widely in subject and quality. &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Content_ManagerSearch Search]&amp;lt;/span&amp;gt; for &amp;quot;backdrop&amp;quot; in the DLS for access to an extensive number of offerings.&lt;br /&gt;
&lt;br /&gt;
A form of backdrop labeled a &amp;quot;&amp;lt;b&amp;gt;double rise&amp;lt;/b&amp;gt;&amp;quot; is created with the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool. A low hill or objects (for example trees or buildings) are used close by the tracks to obscure the land immediately beyond, which is made to slope downward, then rise up to create the illusion of far distant mountains or hills. The illusion is accomplished by using no objects or small objects to represent very distant trees on the far rise.  Painting and topography also contribute by using muted colors tending to more purple shades.  An example of this approach can be seen in the MSP route &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot;, where a distant snow-capped range is actually much closer to the tracks than would be possible in a narrow layout. The dip between the tracks and the far rise is obscured from view taking away from the viewer cues normally present to assess distance.      &lt;br /&gt;
&lt;br /&gt;
= Coloring (Painting) =&lt;br /&gt;
Coloring the landscape (&amp;quot;ground texturing&amp;quot;) is accomplished with the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Paint_Tools Paint Tool]&amp;lt;/span&amp;gt;&#039;&#039;&#039; &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt; tool. This tool opens a display of all the of the &amp;quot;paints&amp;quot; or tiles residing locally on your computer.  Each combines colors and textures (in 2D) providing hundreds of possible choices for painting the ground.  This tool is a paint brush with the ability, after selecting a tile, of enlarging the tile image (&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture scale &#039;Ctrl [/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;) and changing the tile orientation &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture direction &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;).  The diameter of the brush tool is set by the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Radius &#039;-/+&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dial. A &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get texture &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool turns on a pointer that, when clicked on a painted location on the map, loads the tile in the brush. The loaded tile is shown in the square directly above the &amp;quot;Radius&amp;quot; dial. If you locate a tile by typing a word/name in the box above the tile display columns, the square displaying the loaded tile does not work if you then select a tile using the selection tool, even though the selected tile is likely loaded into the brush. We say &amp;quot;likely&amp;quot; because a painted area can become a combination of several different tiles, with certain tiles dominating the selection tool to the exclusion of what is displayed.&lt;br /&gt;
&lt;br /&gt;
Once a selected tile is loaded, the image can be painted across the terrain. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. To the right of the cloud preview window and boxes to select ambient, sun, and water color is a vertical slider. Clicking on the green dot at the bottom of the time dial turns the slider on for midday.  Now adjust the slider to set a proper brightness; too bright, and your color tile selections will look washed out.&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
[[File:10-m-grid.jpg|300px|left|Baseboard with grid-size of 10-m]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
===Grid Size Effect===&lt;br /&gt;
One reason to not over utilize the 5-m grid size on a layout is the little difference selecting 5-m over 10-m makes for all but limited areas on a Route. Consider just two tiles; say ballast laid along a track cutting through grass.  On a 10-m grid, the ballast tends to flare out in triangles (depending upon the track angle relative to the underlying grid) or not appearing under the track at all in other places.  In the figure at left, the interaction of dry grass tiles and ballast tiles along the track in the distance shows triangles of ballast at 10-m grid setting. On a 5-m grid, this effect is much reduced, similar to that seen along the track in the foreground of the figure.  The ballast is more easily constrained to the vicinity of the track and the line between grass and ballast can be made closer to an expected line parallel with the rails. In essence, a 5-m grid does permit more precision in painting the ground color/texture where multiple colors/textures are interacting. This precision appears to be the only real advantage gained at the expense of an enhanced cost to performance, suggesting careful consideration of which baseboards might really benefit from having a 5-m grid setting. In fairness, the adverse rendering of adjacent tile interaction on a 10-m grid is less noticeable at low angles and can be ameliorated somewhat by using tiles having minimal contrast. &lt;br /&gt;
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&lt;br /&gt;
== Picking tile colors ==&lt;br /&gt;
The number of choices of coloring tiles is large, easily in the hundreds. Picking a suitable tile or combination of tiles is first a matter of deciding what sort of ground you wish to portray. The basic categories are going to be: vegetation, rock, bare soil, and water. Vegetation is likely to occupy the largest area of the map, except in very dry climates (e.g., deserts, dominated by bare soil) and rocky areas with thin soils. Water is discussed in more detail below under &amp;quot;Water Features&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Initially, decide on a suitable &amp;quot;theme&amp;quot; color best representative of the location and type of terrain you intend to emphasize (say, dry grassland) and paint broad areas with this theme color.  The purpose here is to unify your route&#039;s overall look. Of course, you might have more than one theme color if patches are typical or hills look different than valleys or plains. Understand that no single tile provides an entirely natural look if not augmented to some degree by other tiles.  These contrasting colors/textures might represent bare patches in the vegetation or subtle shadings or local changes in vegetation or soil type reflective of the real world.   &lt;br /&gt;
&lt;br /&gt;
=== Tile basics ===&lt;br /&gt;
Coloring the map surface is done by spreading small tiles over the map grid. We call these &amp;quot;tiles&amp;quot; because each is a usually six-sided pattern that is repeated &amp;lt;i&amp;gt;ad infinitum&amp;lt;/i&amp;gt; as it is laid down (painted). On the 10-m grid, the tool places a tile diagonally (NW to SE or NE to SW) only centered on the yellow grid intersections. You can control the area covered by the tool (&amp;lt;b&amp;gt;Radius &amp;quot;-/+&amp;quot;&amp;lt;/b&amp;gt;) and the pattern size (&amp;lt;b&amp;gt;Texture scale &amp;quot;Ctrl [/]&amp;quot;&amp;lt;/b&amp;gt;)&amp;amp;mdash;this is not the area covered, but an enlargement of the actual pattern. Available tiles range from plain color to complex patterns mimicking ground textures of all sorts. Many of these are very good and others, not so good. Because the painting involves laying tiles one after the other, &amp;lt;b&amp;gt;secondary patterns&amp;lt;/b&amp;gt; are almost inevitable. The better texture tiles tend to minimize this.  If a created tile is even a little darker in one part than elsewhere, a secondary pattern will appear. How troublesome these secondary patterns are depends upon the viewed distance. Viewed from the cab, close-in chase, or lineside cameras, secondary patterning is not usually a huge problem.&lt;br /&gt;
&lt;br /&gt;
Secondary patterns can be distracting but several options exist to minimize the problem. First, for broad (e.g., &amp;quot;theme&amp;quot;) area painting, select tiles that lack strong contrasts in color (appear highly textured) as these produce very noticeable secondary patterns. Here, selection for color is more important than texture; save highly textured tiles for areas close to the track. Use the Texture scale &#039;Ctrl [/]&#039; set high or at maximum to reduce the frequency of repeat of the pattern.  Regularly change the Texture direction &#039;[/]&#039; and Scale settings as the tile is painted over broad areas to break up the secondary pattern, although adjusting Texture scale Ctrl &#039;[/]&#039; too far downward may not be helpful. Another option might be to create a complex ground pattern mixing several different tiles and applying this to the broader areas using the Copy and paste tool. Finally, realize that covering the ground with a high density of objects (such as lots of trees) can effectively obscure the secondary pattern (of the forest floor). &lt;br /&gt;
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= Water Features =&lt;br /&gt;
Of all the various landforms one can create, water features hold the greatest potential for enhancing scenery along a Route. And water is superbly rendered using the water tools found in Surveyor &#039;&#039;&#039;Topology - Get height&#039;&#039;&#039;.  Three tools are provided: &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Add water &#039;W&#039;, Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. An input box for setting water surface height is provided.  The &#039;&#039;Add water&#039;&#039; tool paints a surface in the same manner as coloring, described above.  However, the water surface has unique properties, the most significant being it is transparent and reflective. Improvements in rendering of these properties with each successive Trainz version has certainly been a major contribution to making a realistic CGI.&lt;br /&gt;
&lt;br /&gt;
Painting water establishes a level surface at the setting in the &#039;&#039;water surface height&#039;&#039; box. Expanding this surface always maintains the same height as long as you begin painting from the existing surface (no need to adjust the setting).  The  &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool adjust the entire connected surface all at once, but does not change any other water surfaces on the map not connected to the one being adjusted. Thus, you can create a series of lakes at different elevations so long as the water surfaces of each are not connected. Determine this independence by selecting &amp;lt;b&amp;gt;Wireframe View&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Display Menu&amp;lt;/b&amp;gt; (or pressing &amp;lt;b&amp;gt;F9&amp;lt;/b&amp;gt;). This displays the baseboard in white and the water surface(s) in grey, removing all the painted surfaces.  Use the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool to disconnect close-by water surfaces that you wish to set to different heights. Working upstream of a long river, you can progressively raise the surface of segments at points with rapids, waterfalls, or dams. Just be sure the water surface is broken at these points. An oddity built into the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool is that if you hold down the Shift-Key while raising or lowering the water surface, the surface becomes bendy, going up or down within a limited area, no longer representing a level surface. If you bend it too much, it snaps back to a level surface at some new height. There must be a use for this?&lt;br /&gt;
&lt;br /&gt;
=== Water Color ===&lt;br /&gt;
Because the water surface is transparent, the color of the water feature and/or the nature of the bottom can be established by coloring the underlaying board surface. Creating muddy water or an algae-colored pond then becomes a matter of selecting an underlying color producing the desired result. The intensity of these underwater paints is controlled NOT by the distance between the water surface and the baseboard (water depth), but by distance from a shore. Over a baseboard without coloring, water has a color based on settings as described in the next paragraph; the board grid shows through for a distance up to about 40 m (130 ft) from a shore.  Beyond that, the bottom fades away (no matter how colored) and water color darkens. This property is one of the great improvements made between TRS2012 and TRS2019 versions. Essentially, realistic deep water is built in and need not be rendered by painting the bottom with progressively darker color or physically lowering the surface (which never worked anyway).  Thus, the offshore bottom need not be any deeper than the nearshore shoaling.  Ocean depths are not rendered by grid depth or coloring; you can bother to color or not color deep water bottom.  See &amp;quot;ocean and large lakes&amp;quot; below to learn how to tweak the color of deep water on your route. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. Here you can set the color of your water features (one setting sets all).  Make sure the time dial is pointing straight down (noon) and click on the green dot below it.  Selecting any dot turns on the tools that establish the color ambiance of the Route at the time of day represented by the position of the green dot, but starting with noon is most influential for the daylight hours. The three boxes to the right of the cloud preview determine what the color dials will influence; the bottom box is &amp;lt;b&amp;gt;water color&amp;lt;/b&amp;gt;. Selecting that box and then tweaking the red, green, and blue color dials allows setting water color over a wide range.  The vertical slider to right sets the overall brightness of the scene (not just water).  A well illustrated description of setting water color is found at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Water_Colour Environment Tools - Water Colour]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Water Surface===&lt;br /&gt;
&lt;br /&gt;
In addition to transparency and reflectivity, the water surface in Trainz has a third unique property: that of water surface condition. Nine different &amp;quot;sea state&amp;quot; conditions are available under &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt;. Select &amp;lt;b&amp;gt;Environment&amp;lt;/b&amp;gt; (sun rising icon) and note &amp;lt;b&amp;gt;Water&amp;lt;/b&amp;gt; (2nd from bottom).  Click on the text window to produce a list of available options. If your water surface is showing behind the &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt; window, you will see instantly the effect of changing the water surface property from &amp;quot;glassy&amp;quot; through &amp;quot;rough&amp;quot;. The setting will apply to all the water surfaces created on your route, so you may have to compromise if you have both ocean and inland lake/pond water features. Click on &amp;quot;&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;&amp;quot; (top right)&amp;amp;mdash;your selection is saved and the window closed (see also &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Set_the_Water_Surface Environment Tools - Set Water Surface]&amp;lt;/span&amp;gt;).&lt;br /&gt;
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Two other choices (selected on the left) are &amp;lt;b&amp;gt;Environment -&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt;. &lt;br /&gt;
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The water surface color is influenced by the sky. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rivers and Streams ===&lt;br /&gt;
Several options exist for rendering a river or stream on a route map. The most direct and perhaps easiest to create is a narrow, linear basin with a water surface. Painting the water surface confined by a topography of banks and detailed with appropriate bank and bottom coloring tiles produces a very satisfactory aquatic feature that can be lined with trees, shrubs, and/or grasses.  Important to remember in creating the course of the feature is to develop meanders and bends, minimizing long straight segments. &lt;br /&gt;
&lt;br /&gt;
In a landscape of topographic relief (mountainous), extending a linear feature with the level water surface may prove impractical, requiring that the water surface be broken up into unconnected segments that can rise step-like as the stream extends upslope.  A good example of how to &amp;quot;connect&amp;quot; these segments is provided in the MPS Route, &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot; where a wild river is depicted flowing from tributaries and lakes down to a coastal estuary. &lt;br /&gt;
&lt;br /&gt;
Creeks and small streams can be perennial (contain water year-round) or intermittent (flowing water present during the wet season).  Dry streams might be created by a contrasting tile &amp;quot;material&amp;quot; representing sand, mud, or rounded boulders/gravel as a bed winding across the terrain beyond the banks.  A number of stream spline objects are available to represent water, the splines presenting different widths and colors (search the Download Station for &amp;quot;stream&amp;quot; and &amp;quot;river&amp;quot;). For wider splines, first create the physical channel, lay the spline in, and then cover the edges by raising the banks. Narrow splines can be used in short segments where the water is just glimpsed within a dense riparian vegetation. If you do not set the spline height, the depicted feature will follow the ground surface (bed) you created.&lt;br /&gt;
&lt;br /&gt;
=== Ocean and large lakes ===&lt;br /&gt;
Sea coasts and large lakes are extensive water features extending out to a distant horizon.  Several baseboards out is sufficient, unless higher elevation views are anticipated (for example, a track laid well above the shore).  Because depth does not influence the appearance of the water body (see &amp;quot;water color&amp;quot; above), the ocean or lake baseboard  can be a level surface only a little below the water surface. Coloring the board is optional, except close to the shore where the map grid (&amp;quot;Grid (PBR)&amp;quot;) is visible.   If the &amp;quot;horizon&amp;quot;&amp;amp;mdash;the outermost baseboard&amp;amp;mdash;is kept to a line of baseboards oriented east-west or north-south, the appearance will be a natural one blending into the sky. However, if these horizon baseboards jog inward or outward, the sides of one or more baseboards (which are actually three dimensional blocks) will be seen (&amp;quot;World Edge&amp;quot; effect) from some points on the land. Pushing the horizon further out will reduce this obvious break in the horizon line to some degree, but not completely eliminate it. Placing a far shore (or another land) or an appropriate backdrop can solve this problem. &lt;br /&gt;
&lt;br /&gt;
It is possible to overcome the disappearance of bottom with distance from shore and, for example, create an offshore reef or shoal or just extensive shallow water with a unique bottom type or color.  Choose an area to create this and raise the bottom to just &amp;lt;u&amp;gt;above&amp;lt;/u&amp;gt; the water surface using the &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; tool set at low sensitivity. Then lower the area (&amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool) to just &amp;lt;u&amp;gt;below&amp;lt;/u&amp;gt; the water surface; the grid (or bottom color) will disappear. Now, click anywhere on the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool.  This has the effect of resetting the display relationship between the water surface and the bottom for the entire baseboard. The shoaled area, without any shore, will reappear and can be colored as sand or mud.  You can expand the shoal with the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool set at high sensitivity and wide radius. Although it may appear that nothing is happening as you do this, clicking the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool will reveal the change you are making. Switching to &amp;lt;b&amp;gt;Map View&amp;lt;/b&amp;gt; under the Camera Menu will show the bottom display as light blue for deep water (bottom not visible), light grey for visible but fading bottom, and dark grey (or some color if not &amp;quot;Grid (PBR)&amp;quot;) for shoal bottom.  Curiously, returning these areas to &amp;quot;deep water&amp;quot; will remove the shoal, but have no impact on the color scheme displayed in Map View (in Trainz Plus; could be adjusted in earlier Trainz builds).&lt;br /&gt;
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=Problems=&lt;br /&gt;
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The &amp;lt;b&amp;gt;Get Height &#039;G&#039;&amp;lt;/b&amp;gt; tool of the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; menu is essentially non-functional; an elevation will sometimes be obtained (once only if Plateau &#039;P&#039; is set and &#039;G&#039; is typed), but the value is not  the current cursor point on the baseboard but some previous value selected. The &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool serves to obtain the elevation of a point on the baseboard in TRS2019. &lt;br /&gt;
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Using the shortcut key, cap &#039;S&#039;, will crash the program in versions of &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt; earlier than Build 114800. Problem is fixed by updating to TRS2019 SP4.&lt;br /&gt;
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The &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; tool discussed above to set ambient brightness and water color lacks a &amp;quot;save&amp;quot; button. To complete your actions and presumably &amp;quot;save&amp;quot; your settings, you can only close the window. However, this action alone will &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; save your settings. Before closing surveyor you must make some other change to the map board, then save the session.&lt;br /&gt;
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=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
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[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30661</id>
		<title>How to Make Good Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30661"/>
		<updated>2021-11-05T17:04:58Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz aficionados are a diverse group with varied interests in one or more of the multiple aspects of this game.  Developing the scenery that surrounds the tracks is one such aspect, but one that only a few have really mastered.  This How-To page will introduce those interested in improving the look of their route to techniques they can learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
= Layout =&lt;br /&gt;
&lt;br /&gt;
The first thing to understand about layout of a Route is the &amp;lt;b&amp;gt;ground type&amp;lt;/b&amp;gt;. From TS2009 onward, Trainz releases have included two ground types:&lt;br /&gt;
* &#039;&#039;&#039;classic, 10-m grid&#039;&#039;&#039; - the original Trainz ground type and the default;&lt;br /&gt;
* &#039;&#039;&#039;classic, 5-m grid&#039;&#039;&#039; - ground type using the classic texturing technique, but storing four times the number of sample points.&lt;br /&gt;
The 5-m grid is great for fine detail close to the track but, as always, with an increase in detail comes a potential impact on performance. A mix of 10- and 5-m grids can be utilized: the 5-m grid used near the track where high detail is desirable, the 10-m grid in all other places. Implementing grid type is discussed elsewhere (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Ground_Types Ground Types]&amp;lt;/span&amp;gt;&#039;&#039;) but realize that the grid type is set independently for each [[baseboard]] and not some portion of a baseboard.  Only the &amp;lt;b&amp;gt;Paint&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tools are impacted by the grid size setting. &lt;br /&gt;
&lt;br /&gt;
With respect to the layout of a Route or Map, Trainz users tend to follow one of two models: the &#039;&#039;&#039;Linear&#039;&#039;&#039; model or the &#039;&#039;&#039;Area&#039;&#039;&#039; model.  Placement of [[baseboard]]s end to end allows the Linear model to develop long track runs with minimal effort. An excellent example is &amp;quot;Belarusian woodland&amp;quot; by Oleg Khim.  The Area model (a large map of many baseboard squares) takes more effort but can better render distant scenery.  Excellent examples of this style are &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; by jango and &amp;quot;Bodmin &amp;amp; Wenford Railway TRS2019&amp;quot; by marky7890. The two layouts styles are sometimes combined: area style layouts used for places of cities, dense industries, and complex train yards connected by long runs of linear style layouts. An example approaching this mixed style is &amp;quot;Coal Country&amp;quot; by Scratchy and &amp;quot;Rodnye Prostory - SND&amp;quot; by TrainzLagutin 1995.  Note that layout choice is independent of prototypical vs. imaginary route design. However, scenery choices will be influenced by the model you choose to employ.&lt;br /&gt;
&lt;br /&gt;
With the Linear model, the edge of the baseboard is always a short distance away from the track, dictating specific scenery choices to obscure this fact from the view of the train. The Area model is especially suitable to creating  mountainous country, such as depicted in &amp;quot;TRS19 Canadian Rocky Mountains - Viktor Lake to Ross Peak &amp;amp; Glacier&amp;quot; by RoysTrainz. Mountains that rise high above the track elevation require space to gain that elevation without displaying unreal slopes  and &amp;quot;TRS2019 Canadian Rocky Mountains Ottertail to Castle Jct&amp;quot; by RoysTrainz shows just how big a map is needed to provide massive mountain peaks. The Area model can also be used to compress a lot of track in a small baseboard set by separating track areas with tall features (hills or backdrops). This layout &amp;quot;folds&amp;quot; a Linear track into an Area layout following techniques used by model railroad builders/designers.&lt;br /&gt;
&lt;br /&gt;
===Edge of World ===&lt;br /&gt;
No matter the size of the layout developed, the reality is your world map will have an edge.  If a square or rectangular configuration of baseboards is maintained with expansion, this edge will simply appear as the end of the world so long as your viewpoint remains on the map. However, with the &amp;lt;b&amp;gt;Linear&amp;lt;/b&amp;gt; style especially, maintaining a rectangular or square map is not possible for routes of any size. On flat terrain, the view from close to the tracks can show the sides of baseboards at the margins in what has been dubbed the &amp;quot;world edge effect&amp;quot;. Fortunately, this problem can be reduced or avoided in a number of different ways. Here, we list the following aids to hide the &amp;quot;world edge&amp;quot; (each is discussed below under the appropriate subject): &lt;br /&gt;
* behind scenery objects;&lt;br /&gt;
* behind backdrops or a &amp;quot;double rise&amp;quot; (distant high terrain);&lt;br /&gt;
* behind higher elevation topography (hills or mountains);&lt;br /&gt;
* by extending water (ocean or large lake) to the &amp;quot;horizon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The ever popular &amp;quot;Mojave Sub Division&amp;quot; by Jointedrail presents an interesting situation.  A prototypical route, track direction and terrain are set by the real world and terrain varies from steep, high hills  to flat desert and valley bottom, in places changing dramatically. The &amp;quot;world edge&amp;quot; effect is dealt with by the breadth of this linear layout (width varies from 6 to 12 baseboards), yet the &amp;quot;edge&amp;quot; remains conspicuous in many locations. &lt;br /&gt;
&lt;br /&gt;
= Hills and Valleys =&lt;br /&gt;
&lt;br /&gt;
Enhancing topography changes a flat baseboard into one with hills and valleys, opening up opportunities for road and railroad cuts, viaducts and bridges, and, of course, tunnels.  Varied topography establishes glimpses of the wider world as a train moves down the track.  Of course, a generally flat terrain is realistic for many parts of the world and certainly not a &#039;bad&#039; thing. Topography on a Route is developed using tools found in the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology menu]&#039;&#039;&#039;&amp;lt;/span&amp;gt; in Surveyor mode (correct term would be &amp;quot;topography&amp;quot;).  The top row in this menu has tools for &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;A&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.  These tools are explained on the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology Help Page]&#039;&#039;&#039;&amp;lt;/span&amp;gt;. However, before applying, set the radius and sensitivity of the tool with the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Cursor radius &#039;+/-&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sensitivity &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dials, respectively.  The next row has additional settings, the most useful of which is on the right: the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool.  The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get height &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool appears to do nothing useful in TRS2019 (see &amp;quot;Problems&amp;quot; at bottom). However, the elevation of a point on the baseboard can be obtained using the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool instead. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Use height &#039;H&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; window  sets the topography tool to draw the ground at the elevation setting entered (or obtained with the Plateau &#039;P&#039; tool) in the Height Value window to the left. &lt;br /&gt;
&lt;br /&gt;
The process of creating a varied terrain starts by raising (and perhaps lowering) the ground surface using moderate radius and sensitivity settings (or higher settings to create mountainous topography). Practice using different settings for radius and sensitivity to develop skill in using these tools.  Once the basic terrain has been established, the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool can be an excellent smoothing instrument, even on sloped ground.  Set the sensitivity high and the radius on however large an area is to be smoothed (best results are achieved using a high radius setting).  The Plateau setting uses the elevation at the tool center; moving it quickly over a limited area and regularly resetting the center point will change a rough surface into a smooth slope. Moving the tool along a contour works best.  Again, practice  is necessary to acquire this skill.  Assuming your tracks are already in place, this setting (with radius set at small) allows you to bring slopes in close for realistic cuts or fills near the line. &lt;br /&gt;
&lt;br /&gt;
All land is the result of the forces of erosion and gravity acting upon some earlier (geologically earlier) uplift. You can raise up the land, but fine tuning is then applied for a more realistic look and this entails removing portions of the uplift. Steeper slopes (cliffs) represent more resistant material: that is, rock; but mass-wasting (localized landslides) can create a cliff in more easily eroded material.  Indeed, concave slopes present a picture of substantial, on-going erosion whereas convex slopes are more often seen in late-stage eroded landscapes (hills and gentle valleys). However, these are generalizations and slope form is highly varied in most regions. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tools are used to shape the land, usually at small to medium radius and medium sensitivity settings.  Height up &#039;U&#039; produces a convex surface and Height down &#039;D&#039; produces a concave surface where applied on a slope.&lt;br /&gt;
&lt;br /&gt;
Very fine adjustments around tracks, roads, or buildings require putting radius and sensitivity at their lowest settings and clicking as needed to adjust the land height in relation to the object. Two things need be understood in applying this action, foremost of which is the fact that only clicking directly on a grid vertex point will cause the ground to rise or fall.  If hidden by ground texture, you may need to move around a bit to find the &amp;quot;sweet spot&amp;quot;.  Secondly, raising or lowering the ground may also raise or lower the object, requiring later object height adjustment.  However, for spline objects, if the height as been set (the white spinning circle changed to a yellow spinning circle) adjustment of the ground surface will not effect the spline vertex and raising the ground can bury part of the spline.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffb0 width=&amp;quot;750&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=25&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;A&amp;lt;/font&amp;gt;djusting the ground height around a spline vertex can be frustrating if you have not first &amp;quot;fixed&amp;quot; the vertex height.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Topography Shortcuts ==&lt;br /&gt;
&lt;br /&gt;
A new baseboard has a flat surface at 0.00 (feet or meters). Transforming this into a higher (or lower) elevation can be time-consuming using the height up or down tools available in the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; Menu.  Putting the Radius &#039;R&#039; at maximum will speed up the process, but the &amp;lt;b&amp;gt;Use height &#039;H&#039;&amp;lt;/b&amp;gt; tool can make fast work of bringing up the entire (or much of) the new baseboard to an elevation typed into the Height value window and then &amp;quot;painting&amp;quot; with the tool across the baseboard surface. To extend tall hills or mountains, the &amp;lt;b&amp;gt;Copy and paste&amp;lt;/b&amp;gt; tool is an even faster option.  Copy a large area from a previously created upland, unselecting all but the &amp;lt;b&amp;gt;Paste height&amp;lt;/b&amp;gt; option, then in &amp;lt;b&amp;gt;Paste mode&amp;lt;/b&amp;gt; drop the copied area onto the new location(s).  Do not unselect the &amp;lt;b&amp;gt;Paste textures&amp;lt;/b&amp;gt; mode if you also wish to maintain the colors/textures from the original version. Use the Plateau &#039;P&#039; tool to smooth out transition areas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Layout|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Object and Spline Assets|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Object and Spline Assets =&lt;br /&gt;
Two types of assets exist in Trainz: &amp;lt;b&amp;gt;objects&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;splines&amp;lt;/b&amp;gt;.  In surveyor mode, scenery objects are added and manipulated using the Objects Menu reached by clicking on the &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt; tab. Tracks and objects directly related to tracks are dealt with separately under the &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; tab. For explanations on the various tools and settings provided see pages describing the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Objects_Tab Objects Tab]&amp;lt;/span&amp;gt; and &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Track_Tools Tracks Tab]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Spline Shadows===&lt;br /&gt;
Implementation of shadows cast by objects was one of the great steps forward made by Trainz to render a realistic GUI.  Certain objects, notably spline objects with a low profile (such as roads and tracks) should not, of course, cast a shadow. To avoid this problem, the spline must be set down tight against the ground; any gap between the spline and the ground will appear as a dark line (a shadow).  Spline objects conform to variations in slope as the spline is laid, but fixing the spline points (this changes the vertex from a white to a yellow rotating circle) with the &amp;lt;b&amp;gt;Adjust spline height &#039;H&amp;quot;&amp;lt;/b&amp;gt; setting in &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;Spline height &#039;H&#039; &amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;&#039;Spline mode &#039;S&#039;&amp;lt;/b&amp;gt; for &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt;) removes ground conforming between the points.  Small rises now bury the spline and small dips produce a shadow. On a perfectly level board, these particular problems do not occur, although many spline objects will still cast a shadow if not height adjust. The solution is to bring the spline segments back into close conformance with the ground. Two possible approaches &amp;amp;mdash;adjust the spline height or adjust the ground height&amp;amp;mdash;may both need to be utilized wherever on a Route the shadowing is clearly observable.&lt;br /&gt;
&lt;br /&gt;
A first step is to use the &amp;lt;b&amp;gt;&#039;Smooth spline &#039;S&#039;&amp;lt;/b&amp;gt; tool found in the &amp;lt;b&amp;gt;Advanced&amp;lt;/b&amp;gt; section of the Spline Mode menu (same tool is &amp;lt;b&amp;gt;Smooth spline height &#039;S&#039;&amp;lt;/b&amp;gt; in the advanced tools for &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt;). This tool corrects the terrain topography under the spline segment (section between two vertices) clicked on.  The spline is smoothed and the ground brought into conformance with the spline.  But this conformance may or may not eliminate a shadow, depending on the particular asset, as many are created to lie slightly above the ground. The next step is to apply the &amp;lt;b&amp;gt;&#039;Spline height &#039;H&#039;&amp;lt;/b&amp;gt; tool under Advanced )&amp;lt;b&amp;gt;Adjust spline height &#039;H&#039;&amp;lt;/b&amp;gt; for track splines), lowering the vertices while holding down the CTRL key (allows very fine adjustments).  Using the Smooth spline height tool may not be desirable in some situations, as it has an impact over topography some distance from the spline (may level the ground too far out from the road or track). In this case, the ground will need to be raised up to the spline to eliminate the shadow. The tool used is &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Topolgy&amp;lt;/b&amp;gt; menu, putting both Radius and Sensitivity on the absolute lowest settings. The &amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool may need to be employed to make adjustments.  Realize, both tools only operate if clicked on a grid vertex, having no effect if clicked away from a vertex. The tools raise or lower a vertex and the ground &amp;quot;follows&amp;quot; as a surface determined by the surrounding vertices.&lt;br /&gt;
&lt;br /&gt;
Achieving &amp;quot;no shadow&amp;quot; may be impossible in some small parts of a segment due to bending of the spline. Moving the spline point closer to a grid vertex may help. Using spline assets with &amp;quot;skirts&amp;quot; (for example, ballast in track splines) certainly makes the process easier as these have greater height latitude. Simply hiding conspicuous shadows with a grass asset or placing an object like a car on the shadow are other options.&lt;br /&gt;
&lt;br /&gt;
===Backdrops===&lt;br /&gt;
&#039;&#039;&#039;Backdrops&#039;&#039;&#039; are used to create the illusion of distant terrain, enabling builders to set up landscaped horizons such as mountains and cityscapes quicker and with less impact to the frame-rate. To achieve this, a backdrop has a much greater draw distance than other scenery assets so that it is visible from far away (5 km or ~5000 yds). Backdrops are valuable with layouts based on the &amp;lt;b&amp;gt;Linear Model&amp;lt;/b&amp;gt;, particularly where there is minimal topography (steppes and plains), obviating the need to add map squares to create a sense of distance beyond the tracks.  Even in &amp;lt;b&amp;gt;Area Model&amp;lt;/b&amp;gt; layouts backdrops can be used to great advantage, as is aptly demonstrated  by Jango in &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; in which distant villages are skillfully rendered by short backdrops.&lt;br /&gt;
&lt;br /&gt;
Backdrops are provided as either object assets or spline assets. Because these assets are relatively easy to create and typically designed for specific purposes to match the developer&#039;s route, backdrops available on the DLS vary widely in subject and quality. &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Content_ManagerSearch Search]&amp;lt;/span&amp;gt; for &amp;quot;backdrop&amp;quot; in the DLS for access to an extensive number of offerings.&lt;br /&gt;
&lt;br /&gt;
A form of backdrop labeled a &amp;quot;&amp;lt;b&amp;gt;double rise&amp;lt;/b&amp;gt;&amp;quot; is created with the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool. A low hill or objects (for example trees or buildings) are used close by the tracks to obscure the land immediately beyond, which is made to slope downward, then rise up to create the illusion of far distant mountains or hills. The illusion is accomplished by using no objects or small objects to represent very distant trees on the far rise.  Painting and topography also contribute by using muted colors tending to more purple shades.  An example of this approach can be seen in the MSP route &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot;, where a distant snow-capped range is actually much closer to the tracks than would be possible in a narrow layout. The dip between the tracks and the far rise is obscured from view taking away from the viewer cues normally present to assess distance.      &lt;br /&gt;
&lt;br /&gt;
= Coloring (Painting) =&lt;br /&gt;
Coloring the landscape (&amp;quot;ground texturing&amp;quot;) is accomplished with the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Paint_Tools Paint Tool]&amp;lt;/span&amp;gt;&#039;&#039;&#039; &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt; tool. This tool opens a display of all the of the &amp;quot;paints&amp;quot; or tiles residing locally on your computer.  Each combines colors and textures (in 2D) providing hundreds of possible choices for painting the ground.  This tool is a paint brush with the ability, after selecting a tile, of enlarging the tile image (&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture scale &#039;Ctrl [/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;) and changing the tile orientation &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture direction &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;).  The diameter of the brush tool is set by the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Radius &#039;-/+&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dial. A &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get texture &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool turns on a pointer that, when clicked on a painted location on the map, loads the tile in the brush. The loaded tile is shown in the square directly above the &amp;quot;Radius&amp;quot; dial. If you locate a tile by typing a word/name in the box above the tile display columns, the square displaying the loaded tile does not work if you then select a tile using the selection tool, even though the selected tile is likely loaded into the brush. We say &amp;quot;likely&amp;quot; because a painted area can become a combination of several different tiles, with certain tiles dominating the selection tool to the exclusion of what is displayed.&lt;br /&gt;
&lt;br /&gt;
Once a selected tile is loaded, the image can be painted across the terrain. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. To the right of the cloud preview window and boxes to select ambient, sun, and water color is a vertical slider. Clicking on the green dot at the bottom of the time dial turns the slider on for midday.  Now adjust the slider to set a proper brightness; too bright, and your color tile selections will look washed out.&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
[[File:10-m-grid.jpg|300px|left|Baseboard with grid-size of 10-m]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
===Grid Size Effect===&lt;br /&gt;
One reason to not over utilize the 5-m grid size on a layout is the little difference selecting 5-m over 10-m makes for all but limited areas on a Route. Consider just two tiles; say ballast laid along a track cutting through grass.  On a 10-m grid, the ballast tends to flare out in triangles (depending upon the track angle relative to the underlying grid) or not appearing under the track at all in other places.  In the figure at left, the interaction of dry grass tiles and ballast tiles along the track in the distance shows triangles of ballast at 10-m grid setting. On a 5-m grid, this effect is much reduced, similar to that seen along the track in the foreground of the figure.  The ballast is more easily constrained to the vicinity of the track and the line between grass and ballast can be made closer to an expected line parallel with the rails. In essence, a 5-m grid does permit more precision in painting the ground color/texture where multiple colors/textures are interacting. This precision appears to be the only real advantage gained at the expense of an enhanced cost to performance, suggesting careful consideration of which baseboards might really benefit from having a 5-m grid setting. In fairness, the adverse rendering of adjacent tile interaction on a 10-m grid is less noticeable at low angles and can be ameliorated somewhat by using tiles having minimal contrast. &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Picking tile colors ==&lt;br /&gt;
The number of choices of coloring tiles is large, easily in the hundreds. Picking a suitable tile or combination of tiles is first a matter of deciding what sort of ground you wish to portray. The basic categories are going to be: vegetation, rock, bare soil, and water. Vegetation is likely to occupy the largest area of the map, except in very dry climates (e.g., deserts, dominated by bare soil) and rocky areas with thin soils. Water is discussed in more detail below under &amp;quot;Water Features&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Initially, decide on a suitable &amp;quot;theme&amp;quot; color best representative of the location and type of terrain you intend to emphasize (say, dry grassland) and paint broad areas with this theme color.  The purpose here is to unify your route&#039;s overall look. Of course, you might have more than one theme color if patches are typical or hills look different than valleys or plains. Understand that no single tile provides an entirely natural look if not augmented to some degree by other tiles.  These contrasting colors/textures might represent bare patches in the vegetation or subtle shadings or local changes in vegetation or soil type reflective of the real world.   &lt;br /&gt;
&lt;br /&gt;
=== Tile basics ===&lt;br /&gt;
Coloring the map surface is done by spreading small tiles over the map grid. We call these &amp;quot;tiles&amp;quot; because each is a usually six-sided pattern that is repeated &amp;lt;i&amp;gt;ad infinitum&amp;lt;/i&amp;gt; as it is laid down (painted). On the 10-m grid, the tool places a tile diagonally (NW to SE or NE to SW) only centered on the yellow grid intersections. You can control the area covered by the tool (&amp;lt;b&amp;gt;Radius &amp;quot;-/+&amp;quot;&amp;lt;/b&amp;gt;) and the pattern size (&amp;lt;b&amp;gt;Texture scale &amp;quot;Ctrl [/]&amp;quot;&amp;lt;/b&amp;gt;)&amp;amp;mdash;this is not the area covered, but an enlargement of the actual pattern. Available tiles range from plain color to complex patterns mimicking ground textures of all sorts. Many of these are very good and others, not so good. Because the painting involves laying tiles one after the other, &amp;lt;b&amp;gt;secondary patterns&amp;lt;/b&amp;gt; are almost inevitable. The better texture tiles tend to minimize this.  If a created tile is even a little darker in one part than elsewhere, a secondary pattern will appear. How troublesome these secondary patterns are depends upon the viewed distance. Viewed from the cab, close-in chase, or lineside cameras, secondary patterning is not usually a huge problem.&lt;br /&gt;
&lt;br /&gt;
Secondary patterns can be distracting but several options exist to minimize the problem. First, for broad (e.g., &amp;quot;theme&amp;quot;) area painting, select tiles that lack strong contrasts in color (appear highly textured) as these produce very noticeable secondary patterns. Here, selection for color is more important than texture; save highly textured tiles for areas close to the track. Use the Texture scale &#039;Ctrl [/]&#039; set high or at maximum to reduce the frequency of repeat of the pattern.  Regularly change the Texture direction &#039;[/]&#039; and Scale settings as the tile is painted over broad areas to break up the secondary pattern, although adjusting Texture scale Ctrl &#039;[/]&#039; too far downward may not be helpful. Another option might be to create a complex ground pattern mixing several different tiles and applying this to the broader areas using the Copy and paste tool. Finally, realize that covering the ground with a high density of objects (such as lots of trees) can effectively obscure the secondary pattern (of the forest floor). &lt;br /&gt;
&lt;br /&gt;
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&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Water Features|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
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= Water Features =&lt;br /&gt;
Of all the various landforms one can create, water features hold the greatest potential for enhancing scenery along a Route. And water is superbly rendered using the water tools found in Surveyor &#039;&#039;&#039;Topology - Get height&#039;&#039;&#039;.  Three tools are provided: &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Add water &#039;W&#039;, Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. An input box for setting water surface height is provided.  The &#039;&#039;Add water&#039;&#039; tool paints a surface in the same manner as coloring, described above.  However, the water surface has unique properties, the most significant being it is transparent and reflective. Improvements in rendering of these properties with each successive Trainz version has certainly been a major contribution to making a realistic CGI.&lt;br /&gt;
&lt;br /&gt;
Painting water establishes a level surface at the setting in the &#039;&#039;water surface height&#039;&#039; box. Expanding this surface always maintains the same height as long as you begin painting from the existing surface (no need to adjust the setting).  The  &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool adjust the entire connected surface all at once, but does not change any other water surfaces on the map not connected to the one being adjusted. Thus, you can create a series of lakes at different elevations so long as the water surfaces of each are not connected. Determine this independence by selecting &amp;lt;b&amp;gt;Wireframe View&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Display Menu&amp;lt;/b&amp;gt; (or pressing &amp;lt;b&amp;gt;F9&amp;lt;/b&amp;gt;). This displays the baseboard in white and the water surface(s) in grey, removing all the painted surfaces.  Use the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool to disconnect close-by water surfaces that you wish to set to different heights. Working upstream of a long river, you can progressively raise the surface of segments at points with rapids, waterfalls, or dams. Just be sure the water surface is broken at these points. An oddity built into the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool is that if you hold down the Shift-Key while raising or lowering the water surface, the surface becomes bendy, going up or down within a limited area, no longer representing a level surface. If you bend it too much, it snaps back to a level surface at some new height. There must be a use for this?&lt;br /&gt;
&lt;br /&gt;
=== Water Color ===&lt;br /&gt;
Because the water surface is transparent, the color of the water feature and/or the nature of the bottom can be established by coloring the underlaying board surface. Creating muddy water or an algae-colored pond then becomes a matter of selecting an underlying color producing the desired result. The intensity of these underwater paints is controlled NOT by the distance between the water surface and the baseboard (water depth), but by distance from a shore. Over a baseboard without coloring, water has a color based on settings as described in the next paragraph; the board grid shows through for a distance up to about 40 m (130 ft) from a shore.  Beyond that, the bottom fades away (no matter how colored) and water color darkens. This property is one of the great improvements made between TRS2012 and TRS2019 versions. Essentially, realistic deep water is built in and need not be rendered by painting the bottom with progressively darker color or physically lowering the surface (which never worked anyway).  Thus, the offshore bottom need not be any deeper than the nearshore shoaling.  Ocean depths are not rendered by grid depth or coloring; you can bother to color or not color deep water bottom.  See &amp;quot;ocean and large lakes&amp;quot; below to learn how to tweak the color of deep water on your route. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. Here you can set the color of your water features (one setting sets all).  Make sure the time dial is pointing straight down (noon) and click on the green dot below it.  Selecting any dot turns on the tools that establish the color ambiance of the Route at the time of day represented by the position of the green dot, but starting with noon is most influential for the daylight hours. The three boxes to the right of the cloud preview determine what the color dials will influence; the bottom box is &amp;lt;b&amp;gt;water color&amp;lt;/b&amp;gt;. Selecting that box and then tweaking the red, green, and blue color dials allows setting water color over a wide range.  The vertical slider to right sets the overall brightness of the scene (not just water).  A well illustrated description of setting water color is found at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Water_Colour Environment Tools - Water Colour]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Water Surface===&lt;br /&gt;
&lt;br /&gt;
In addition to transparency and reflectivity, the water surface in Trainz has a third unique property: that of water surface condition. Nine different &amp;quot;sea state&amp;quot; conditions are available under &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt;. Select &amp;lt;b&amp;gt;Environment&amp;lt;/b&amp;gt; (sun rising icon) and note &amp;lt;b&amp;gt;Water&amp;lt;/b&amp;gt; (2nd from bottom).  Click on the text window to produce a list of available options. If your water surface is showing behind the &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt; window, you will see instantly the effect of changing the water surface property from &amp;quot;glassy&amp;quot; through &amp;quot;rough&amp;quot;. The setting will apply to all the water surfaces created on your route, so you may have to compromise if you have both ocean and inland lake/pond water features. Click on &amp;quot;&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;&amp;quot; (top right)&amp;amp;mdash;your selection is saved and the window closed (see also &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Set_the_Water_Surface Environment Tools - Set Water Surface]&amp;lt;/span&amp;gt;).&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Two other choices (selected on the left) are &amp;lt;b&amp;gt;Environment -&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The water surface color is influenced by the sky. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rivers and Streams ===&lt;br /&gt;
Several options exist for rendering a river or stream on a route map. The most direct and perhaps easiest to create is a narrow, linear basin with a water surface. Painting the water surface confined by a topography of banks and detailed with appropriate bank and bottom coloring tiles produces a very satisfactory aquatic feature that can be lined with trees, shrubs, and/or grasses.  Important to remember in creating the course of the feature is to develop meanders and bends, minimizing long straight segments. &lt;br /&gt;
&lt;br /&gt;
In a landscape of topographic relief (mountainous), extending a linear feature with the level water surface may prove impractical, requiring that the water surface be broken up into unconnected segments that can rise step-like as the stream extends upslope.  A good example of how to &amp;quot;connect&amp;quot; these segments is provided in the MPS Route, &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot; where a wild river is depicted flowing from tributaries and lakes down to a coastal estuary. &lt;br /&gt;
&lt;br /&gt;
=== Ocean and large lakes ===&lt;br /&gt;
Sea coasts and large lakes are extensive water features extending out to a distant horizon.  Several baseboards out is sufficient, unless higher elevation views are anticipated (for example, a track laid well above the shore).  Because depth does not influence the appearance of the water body (see &amp;quot;water color&amp;quot; above), the ocean or lake baseboard  can be a level surface only a little below the water surface. Coloring the board is optional, except close to the shore where the map grid (&amp;quot;Grid (PBR)&amp;quot;) is visible.   If the &amp;quot;horizon&amp;quot;&amp;amp;mdash;the outermost baseboard&amp;amp;mdash;is kept to a line of baseboards oriented east-west or north-south, the appearance will be a natural one blending into the sky. However, if these horizon baseboards jog inward or outward, the sides of one or more baseboards (which are actually three dimensional blocks) will be seen (&amp;quot;World Edge&amp;quot; effect) from some points on the land. Pushing the horizon further out will reduce this obvious break in the horizon line to some degree, but not completely eliminate it. Placing a far shore (or another land) or an appropriate backdrop can solve this problem. &lt;br /&gt;
&lt;br /&gt;
It is possible to overcome the disappearance of bottom with distance from shore and, for example, create an offshore reef or shoal or just extensive shallow water with a unique bottom type or color.  Choose an area to create this and raise the bottom to just &amp;lt;u&amp;gt;above&amp;lt;/u&amp;gt; the water surface using the &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; tool set at low sensitivity. Then lower the area (&amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool) to just &amp;lt;u&amp;gt;below&amp;lt;/u&amp;gt; the water surface; the grid (or bottom color) will disappear. Now, click anywhere on the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool.  This has the effect of resetting the display relationship between the water surface and the bottom for the entire baseboard. The shoaled area, without any shore, will reappear and can be colored as sand or mud.  You can expand the shoal with the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool set at high sensitivity and wide radius. Although it may appear that nothing is happening as you do this, clicking the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool will reveal the change you are making. Switching to &amp;lt;b&amp;gt;Map View&amp;lt;/b&amp;gt; under the Camera Menu will show the bottom display as light blue for deep water (bottom not visible), light grey for visible but fading bottom, and dark grey (or some color if not &amp;quot;Grid (PBR)&amp;quot;) for shoal bottom.  Curiously, returning these areas to &amp;quot;deep water&amp;quot; will remove the shoal, but have no impact on the color scheme displayed in Map View (in Trainz Plus; could be adjusted in earlier Trainz builds).&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffb0 width=&amp;quot;750&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;td width=25&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Y&amp;lt;/font&amp;gt;ou can spot in tiles with white (for example, &amp;quot;ALWater 2&amp;quot;) to mimic waves breaking along a shore. Other mostly white paints can mimic crashing waves or rough water. The paint &amp;quot;MineralWater3&amp;quot; produces an intense aquamarine with a pattern of waves.&amp;lt;/td&amp;gt;&lt;br /&gt;
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=Problems=&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;Get Height &#039;G&#039;&amp;lt;/b&amp;gt; tool of the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; menu is essentially non-functional; an elevation will sometimes be obtained (once only if Plateau &#039;P&#039; is set and &#039;G&#039; is typed), but the value is not  the current cursor point on the baseboard but some previous value selected. The &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool serves to obtain the elevation of a point on the baseboard in TRS2019. &lt;br /&gt;
{{clear}}&lt;br /&gt;
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Using the shortcut key, cap &#039;S&#039;, will crash the program in versions of &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt; earlier than Build 114800. Problem is fixed by updating to TRS2019 SP4.&lt;br /&gt;
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The &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; tool discussed above to set ambient brightness and water color lacks a &amp;quot;save&amp;quot; button. To complete your actions and presumably &amp;quot;save&amp;quot; your settings, you can only close the window. However, this action alone will &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; save your settings. Before closing surveyor you must make some other change to the map board, then save the session.&lt;br /&gt;
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=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
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[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30660</id>
		<title>How to Make Good Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30660"/>
		<updated>2021-11-05T17:02:50Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Add Mojave Sub Division example to Layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz aficionados are a diverse group with varied interests in one or more of the multiple aspects of this game.  Developing the scenery that surrounds the tracks is one such aspect, but one that only a few have really mastered.  This How-To page will introduce those interested in improving the look of their route to techniques they can learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
= Layout =&lt;br /&gt;
&lt;br /&gt;
The first thing to understand about layout of a Route is the &amp;lt;b&amp;gt;ground type&amp;lt;/b&amp;gt;. From TS2009 onward, Trainz releases have included two ground types:&lt;br /&gt;
* &#039;&#039;&#039;classic, 10-m grid&#039;&#039;&#039; - the original Trainz ground type and the default;&lt;br /&gt;
* &#039;&#039;&#039;classic, 5-m grid&#039;&#039;&#039; - ground type using the classic texturing technique, but storing four times the number of sample points.&lt;br /&gt;
The 5-m grid is great for fine detail close to the track but, as always, with an increase in detail comes a potential impact on performance. A mix of 10- and 5-m grids can be utilized: the 5-m grid used near the track where high detail is desirable, the 10-m grid in all other places. Implementing grid type is discussed elsewhere (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Ground_Types Ground Types]&amp;lt;/span&amp;gt;&#039;&#039;) but realize that the grid type is set independently for each [[baseboard]] and not some portion of a baseboard.  Only the &amp;lt;b&amp;gt;Paint&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tools are impacted by the grid size setting. &lt;br /&gt;
&lt;br /&gt;
With respect to the layout of a Route or Map, Trainz users tend to follow one of two models: the &#039;&#039;&#039;Linear&#039;&#039;&#039; model or the &#039;&#039;&#039;Area&#039;&#039;&#039; model.  Placement of [[baseboard]]s end to end allows the Linear model to develop long track runs with minimal effort. An excellent example is &amp;quot;Belarusian woodland&amp;quot; by Oleg Khim.  The Area model (a large map of many baseboard squares) takes more effort but can better render distant scenery.  Excellent examples of this style are &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; by jango and &amp;quot;Bodmin &amp;amp; Wenford Railway TRS2019&amp;quot; by marky7890. The two layouts styles are sometimes combined: area style layouts used for places of cities, dense industries, and complex train yards connected by long runs of linear style layouts. An example approaching this mixed style is &amp;quot;Coal Country&amp;quot; by Scratchy and &amp;quot;Rodnye Prostory - SND&amp;quot; by TrainzLagutin 1995.  Note that layout choice is independent of prototypical vs. imaginary route design. However, scenery choices will be influenced by the model you choose to employ.&lt;br /&gt;
&lt;br /&gt;
With the Linear model, the edge of the baseboard is always a short distance away from the track, dictating specific scenery choices to obscure this fact from the view of the train. The Area model is especially suitable to creating  mountainous country, such as depicted in &amp;quot;TRS19 Canadian Rocky Mountains - Viktor Lake to Ross Peak &amp;amp; Glacier&amp;quot; by RoysTrainz. Mountains that rise high above the track elevation require space to gain that elevation without displaying unreal slopes  and &amp;quot;TRS2019 Canadian Rocky Mountains Ottertail to Castle Jct&amp;quot; by RoysTrainz shows just how big a map is needed to provide massive mountain peaks. The Area model can also be used to compress a lot of track in a small baseboard set by separating track areas with tall features (hills or backdrops). This layout &amp;quot;folds&amp;quot; a Linear track into an Area layout following techniques used by model railroad builders/designers.&lt;br /&gt;
&lt;br /&gt;
===Edge of World ===&lt;br /&gt;
No matter the size of the layout developed, the reality is your world map will have an edge.  If a square or rectangular configuration of baseboards is maintained with expansion, this edge will simply appear as the end of the world so long as your viewpoint remains on the map. However, with the &amp;lt;b&amp;gt;Linear&amp;lt;/b&amp;gt; style especially, maintaining a rectangular or square map is not possible for routes of any size. On flat terrain, the view from close to the tracks can show the sides of baseboards at the margins in what has been dubbed the &amp;quot;world edge effect&amp;quot;. Fortunately, this problem can be reduced or avoided in a number of different ways. Here, we list the following aids to hide the &amp;quot;world edge&amp;quot; (each is discussed below under the appropriate subject): &lt;br /&gt;
* behind scenery objects;&lt;br /&gt;
* behind backdrops or a &amp;quot;double rise&amp;quot; (distant high terrain);&lt;br /&gt;
* behind higher elevation topography (hills or mountains);&lt;br /&gt;
* by extending water (ocean or large lake) to the &amp;quot;horizon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The ever popular &amp;quot;Mojave Sub Division&amp;quot; by Jointedrail presents an interesting situation.  A prototypical route, track direction and terrain are set by the real world and terrain varies from steep, high hills  to flat desert and valley bottom, in places changing dramatically. The &amp;quot;world edge&amp;quot; effect is dealt with by the breadth of this linear layout (width varies from 6 to 12 baseboards), yet the &amp;quot;edge&amp;quot; remains conspicuous in many locations. &lt;br /&gt;
&lt;br /&gt;
= Hills and Valleys =&lt;br /&gt;
&lt;br /&gt;
Enhancing topography changes a flat baseboard into one with hills and valleys, opening up opportunities for road and railroad cuts, viaducts and bridges, and, of course, tunnels.  Varied topography establishes glimpses of the wider world as a train moves down the track.  Of course, a generally flat terrain is realistic for many parts of the world and certainly not a &#039;bad&#039; thing. Topography on a Route is developed using tools found in the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology menu]&#039;&#039;&#039;&amp;lt;/span&amp;gt; in Surveyor mode (correct term would be &amp;quot;topography&amp;quot;).  The top row in this menu has tools for &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;A&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.  These tools are explained on the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology Help Page]&#039;&#039;&#039;&amp;lt;/span&amp;gt;. However, before applying, set the radius and sensitivity of the tool with the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Cursor radius &#039;+/-&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sensitivity &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dials, respectively.  The next row has additional settings, the most useful of which is on the right: the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool.  The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get height &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool appears to do nothing useful in TRS2019 (see &amp;quot;Problems&amp;quot; at bottom). However, the elevation of a point on the baseboard can be obtained using the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool instead. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Use height &#039;H&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; window  sets the topography tool to draw the ground at the elevation setting entered (or obtained with the Plateau &#039;P&#039; tool) in the Height Value window to the left. &lt;br /&gt;
&lt;br /&gt;
The process of creating a varied terrain starts by raising (and perhaps lowering) the ground surface using moderate radius and sensitivity settings (or higher settings to create mountainous topography). Practice using different settings for radius and sensitivity to develop skill in using these tools.  Once the basic terrain has been established, the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool can be an excellent smoothing instrument, even on sloped ground.  Set the sensitivity high and the radius on however large an area is to be smoothed (best results are achieved using a high radius setting).  The Plateau setting uses the elevation at the tool center; moving it quickly over a limited area and regularly resetting the center point will change a rough surface into a smooth slope. Moving the tool along a contour works best.  Again, practice  is necessary to acquire this skill.  Assuming your tracks are already in place, this setting (with radius set at small) allows you to bring slopes in close for realistic cuts or fills near the line. &lt;br /&gt;
&lt;br /&gt;
All land is the result of the forces of erosion and gravity acting upon some earlier (geologically earlier) uplift. You can raise up the land, but fine tuning is then applied for a more realistic look and this entails removing portions of the uplift. Steeper slopes (cliffs) represent more resistant material: that is, rock; but mass-wasting (localized landslides) can create a cliff in more easily eroded material.  Indeed, concave slopes present a picture of substantial, on-going erosion whereas convex slopes are more often seen in late-stage eroded landscapes (hills and gentle valleys). However, these are generalizations and slope form is highly varied in most regions. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tools are used to shape the land, usually at small to medium radius and medium sensitivity settings.  Height up &#039;U&#039; produces a convex surface and Height down &#039;D&#039; produces a concave surface where applied on a slope.&lt;br /&gt;
&lt;br /&gt;
Very fine adjustments around tracks, roads, or buildings require putting radius and sensitivity at their lowest settings and clicking as needed to adjust the land height in relation to the object. Two things need be understood in applying this action, foremost of which is the fact that only clicking directly on a grid vertex point will cause the ground to rise or fall.  If hidden by ground texture, you may need to move around a bit to find the &amp;quot;sweet spot&amp;quot;.  Secondly, raising or lowering the ground may also raise or lower the object, requiring later object height adjustment.  However, for spline objects, if the height as been set (the white spinning circle changed to a yellow spinning circle) adjustment of the ground surface will not effect the spline vertex and raising the ground can bury part of the spline.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffb0 width=&amp;quot;750&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=25&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;A&amp;lt;/font&amp;gt;djusting the ground height around a spline vertex can be frustrating if you have not first &amp;quot;fixed&amp;quot; the vertex height.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Topography Shortcuts ==&lt;br /&gt;
&lt;br /&gt;
A new baseboard has a flat surface at 0.00 (feet or meters). Transforming this into a higher (or lower) elevation can be time-consuming using the height up or down tools available in the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; Menu.  Putting the Radius &#039;R&#039; at maximum will speed up the process, but the &amp;lt;b&amp;gt;Use height &#039;H&#039;&amp;lt;/b&amp;gt; tool can make fast work of bringing up the entire (or much of) the new baseboard to an elevation typed into the Height value window and then &amp;quot;painting&amp;quot; with the tool across the baseboard surface. To extend tall hills or mountains, the &amp;lt;b&amp;gt;Copy and paste&amp;lt;/b&amp;gt; tool is an even faster option.  Copy a large area from a previously created upland, unselecting all but the &amp;lt;b&amp;gt;Paste height&amp;lt;/b&amp;gt; option, then in &amp;lt;b&amp;gt;Paste mode&amp;lt;/b&amp;gt; drop the copied area onto the new location(s).  Do not unselect the &amp;lt;b&amp;gt;Paste textures&amp;lt;/b&amp;gt; mode if you also wish to maintain the colors/textures from the original version. Use the Plateau &#039;P&#039; tool to smooth out transition areas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Layout|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Object and Spline Assets|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Object and Spline Assets =&lt;br /&gt;
Two types of assets exist in Trainz: &amp;lt;b&amp;gt;objects&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;splines&amp;lt;/b&amp;gt;.  In surveyor mode, scenery objects are added and manipulated using the Objects Menu reached by clicking on the &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt; tab. Tracks and objects directly related to tracks are dealt with separately under the &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; tab. For explanations on the various tools and settings provided see pages describing the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Objects_Tab Objects Tab]&amp;lt;/span&amp;gt; and &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Track_Tools Tracks Tab]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Spline Shadows===&lt;br /&gt;
Implementation of shadows cast by objects was one of the great steps forward made by Trainz to render a realistic GUI.  Certain objects, notably spline objects with a low profile (such as roads and tracks) should not, of course, cast a shadow. To avoid this problem, the spline must be set down tight against the ground; any gap between the spline and the ground will appear as a dark line (a shadow).  Spline objects conform to variations in slope as the spline is laid, but fixing the spline points (this changes the vertex from a white to a yellow rotating circle) with the &amp;lt;b&amp;gt;Adjust spline height &#039;H&amp;quot;&amp;lt;/b&amp;gt; setting in &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;Spline height &#039;H&#039; &amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;&#039;Spline mode &#039;S&#039;&amp;lt;/b&amp;gt; for &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt;) removes ground conforming between the points.  Small rises now bury the spline and small dips produce a shadow. On a perfectly level board, these particular problems do not occur, although many spline objects will still cast a shadow if not height adjust. The solution is to bring the spline segments back into close conformance with the ground. Two possible approaches &amp;amp;mdash;adjust the spline height or adjust the ground height&amp;amp;mdash;may both need to be utilized wherever on a Route the shadowing is clearly observable.&lt;br /&gt;
&lt;br /&gt;
A first step is to use the &amp;lt;b&amp;gt;&#039;Smooth spline &#039;S&#039;&amp;lt;/b&amp;gt; tool found in the &amp;lt;b&amp;gt;Advanced&amp;lt;/b&amp;gt; section of the Spline Mode menu (same tool is &amp;lt;b&amp;gt;Smooth spline height &#039;S&#039;&amp;lt;/b&amp;gt; in the advanced tools for &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt;). This tool corrects the terrain topography under the spline segment (section between two vertices) clicked on.  The spline is smoothed and the ground brought into conformance with the spline.  But this conformance may or may not eliminate a shadow, depending on the particular asset, as many are created to lie slightly above the ground. The next step is to apply the &amp;lt;b&amp;gt;&#039;Spline height &#039;H&#039;&amp;lt;/b&amp;gt; tool under Advanced )&amp;lt;b&amp;gt;Adjust spline height &#039;H&#039;&amp;lt;/b&amp;gt; for track splines), lowering the vertices while holding down the CTRL key (allows very fine adjustments).  Using the Smooth spline height tool may not be desirable in some situations, as it has an impact over topography some distance from the spline (may level the ground too far out from the road or track). In this case, the ground will need to be raised up to the spline to eliminate the shadow. The tool used is &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Topolgy&amp;lt;/b&amp;gt; menu, putting both Radius and Sensitivity on the absolute lowest settings. The &amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool may need to be employed to make adjustments.  Realize, both tools only operate if clicked on a grid vertex, having no effect if clicked away from a vertex. The tools raise or lower a vertex and the ground &amp;quot;follows&amp;quot; as a surface determined by the surrounding vertices.&lt;br /&gt;
&lt;br /&gt;
Achieving &amp;quot;no shadow&amp;quot; may be impossible in some small parts of a segment due to bending of the spline. Moving the spline point closer to a grid vertex may help. Using spline assets with &amp;quot;skirts&amp;quot; (for example, ballast in track splines) certainly makes the process easier as these have greater height latitude. Simply hiding conspicuous shadows with a grass asset or placing an object like a car on the shadow are other options.&lt;br /&gt;
&lt;br /&gt;
===Backdrops===&lt;br /&gt;
&#039;&#039;&#039;Backdrops&#039;&#039;&#039; are used to create the illusion of distant terrain, enabling builders to set up landscaped horizons such as mountains and cityscapes quicker and with less impact to the frame-rate. To achieve this, a backdrop has a much greater draw distance than other scenery assets so that it is visible from far away (5 km or ~5000 yds). Backdrops are valuable with layouts based on the &amp;lt;b&amp;gt;Linear Model&amp;lt;/b&amp;gt;, particularly where there is minimal topography (steppes and plains), obviating the need to add map squares to create a sense of distance beyond the tracks.  Even in &amp;lt;b&amp;gt;Area Model&amp;lt;/b&amp;gt; layouts backdrops can be used to great advantage, as is aptly demonstrated  by Jango in &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; in which distant villages are skillfully rendered by short backdrops.&lt;br /&gt;
&lt;br /&gt;
Backdrops are provided as either object assets or spline assets. Because these assets are relatively easy to create and typically designed for specific purposes to match the developer&#039;s route, backdrops available on the DLS vary widely in subject and quality. &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Content_ManagerSearch Search]&amp;lt;/span&amp;gt; for &amp;quot;backdrop&amp;quot; in the DLS for access to an extensive number of offerings.&lt;br /&gt;
&lt;br /&gt;
A form of backdrop labeled a &amp;quot;&amp;lt;b&amp;gt;double rise&amp;lt;/b&amp;gt;&amp;quot; is created with the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool. A low hill or objects (for example trees or buildings) are used close by the tracks to obscure the land immediately beyond, which is made to slope downward, then rise up to create the illusion of far distant mountains or hills. The illusion is accomplished by using no objects or small objects to represent very distant trees on the far rise.  Painting and topography also contribute by using muted colors tending to more purple shades.  An example of this approach can be seen in the MSP route &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot;, where a distant snow-capped range is actually much closer to the tracks than would be possible in a narrow layout. The dip between the tracks and the far rise is obscured from view taking away from the viewer cues normally present to assess distance.      &lt;br /&gt;
&lt;br /&gt;
= Coloring (Painting) =&lt;br /&gt;
Coloring the landscape (&amp;quot;ground texturing&amp;quot;) is accomplished with the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Paint_Tools Paint Tool]&amp;lt;/span&amp;gt;&#039;&#039;&#039; &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt; tool. This tool opens a display of all the of the &amp;quot;paints&amp;quot; or tiles residing locally on your computer.  Each combines colors and textures (in 2D) providing hundreds of possible choices for painting the ground.  This tool is a paint brush with the ability, after selecting a tile, of enlarging the tile image (&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture scale &#039;Ctrl [/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;) and changing the tile orientation &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture direction &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;).  The diameter of the brush tool is set by the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Radius &#039;-/+&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dial. A &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get texture &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool turns on a pointer that, when clicked on a painted location on the map, loads the tile in the brush. The loaded tile is shown in the square directly above the &amp;quot;Radius&amp;quot; dial. If you locate a tile by typing a word/name in the box above the tile display columns, the square displaying the loaded tile does not work if you then select a tile using the selection tool, even though the selected tile is likely loaded into the brush. We say &amp;quot;likely&amp;quot; because a painted area can become a combination of several different tiles, with certain tiles dominating the selection tool to the exclusion of what is displayed.&lt;br /&gt;
&lt;br /&gt;
Once a selected tile is loaded, the image can be painted across the terrain. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. To the right of the cloud preview window and boxes to select ambient, sun, and water color is a vertical slider. Clicking on the green dot at the bottom of the time dial turns the slider on for midday.  Now adjust the slider to set a proper brightness; too bright, and your color tile selections will look washed out.&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
[[File:10-m-grid.jpg|300px|left|Baseboard with grid-size of 10-m]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
===Grid Size Effect===&lt;br /&gt;
One reason to not over utilize the 5-m grid size on a layout is the little difference selecting 5-m over 10-m makes for all but limited areas on a Route. Consider just two tiles; say ballast laid along a track cutting through grass.  On a 10-m grid, the ballast tends to flare out in triangles (depending upon the track angle relative to the underlying grid) or not appearing under the track at all in other places.  In the figure at left, the interaction of dry grass tiles and ballast tiles along the track in the distance shows triangles of ballast at 10-m grid setting. On a 5-m grid, this effect is much reduced, similar to that seen along the track in the foreground of the figure.  The ballast is more easily constrained to the vicinity of the track and the line between grass and ballast can be made closer to an expected line parallel with the rails. In essence, a 5-m grid does permit more precision in painting the ground color/texture where multiple colors/textures are interacting. This precision appears to be the only real advantage gained at the expense of an enhanced cost to performance, suggesting careful consideration of which baseboards might really benefit from having a 5-m grid setting. In fairness, the adverse rendering of adjacent tile interaction on a 10-m grid is less noticeable at low angles and can be ameliorated somewhat by using tiles having minimal contrast. &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Picking tile colors ==&lt;br /&gt;
The number of choices of coloring tiles is large, easily in the hundreds. Picking a suitable tile or combination of tiles is first a matter of deciding what sort of ground you wish to portray. The basic categories are going to be: vegetation, rock, bare soil, and water. Vegetation is likely to occupy the largest area of the map, except in very dry climates (e.g., deserts, dominated by bare soil) and rocky areas with thin soils. Water is discussed in more detail below under &amp;quot;Water Features&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Initially, decide on a suitable &amp;quot;theme&amp;quot; color best representative of the location and type of terrain you intend to emphasize (say, dry grassland) and paint broad areas with this theme color.  The purpose here is to unify your route&#039;s overall look. Of course, you might have more than one theme color if patches are typical or hills look different than valleys or plains. Understand that no single tile provides an entirely natural look if not augmented to some degree by other tiles.  These contrasting colors/textures might represent bare patches in the vegetation or subtle shadings or local changes in vegetation or soil type reflective of the real world.   &lt;br /&gt;
&lt;br /&gt;
=== Tile basics ===&lt;br /&gt;
Coloring the map surface is done by spreading small tiles over the map grid. We call these &amp;quot;tiles&amp;quot; because each is a usually six-sided pattern that is repeated &amp;lt;i&amp;gt;ad infinitum&amp;lt;/i&amp;gt; as it is laid down (painted). On the 10-m grid, the tool places a tile diagonally (NW to SE or NE to SW) only centered on the yellow grid intersections. You can control the area covered by the tool (&amp;lt;b&amp;gt;Radius &amp;quot;-/+&amp;quot;&amp;lt;/b&amp;gt;) and the pattern size (&amp;lt;b&amp;gt;Texture scale &amp;quot;Ctrl [/]&amp;quot;&amp;lt;/b&amp;gt;)&amp;amp;mdash;this is not the area covered, but an enlargement of the actual pattern. Available tiles range from plain color to complex patterns mimicking ground textures of all sorts. Many of these are very good and others, not so good. Because the painting involves laying tiles one after the other, &amp;lt;b&amp;gt;secondary patterns&amp;lt;/b&amp;gt; are almost inevitable. The better texture tiles tend to minimize this.  If a created tile is even a little darker in one part than elsewhere, a secondary pattern will appear. How troublesome these secondary patterns are depends upon the viewed distance. Viewed from the cab, close-in chase, or lineside cameras, secondary patterning is not usually a huge problem.&lt;br /&gt;
&lt;br /&gt;
Secondary patterns can be distracting but several options exist to minimize the problem. First, for broad (e.g., &amp;quot;theme&amp;quot;) area painting, select tiles that lack strong contrasts in color (appear highly textured) as these produce very noticeable secondary patterns. Here, selection for color is more important than texture; save highly textured tiles for areas close to the track. Use the Texture scale &#039;Ctrl [/]&#039; set high or at maximum to reduce the frequency of repeat of the pattern.  Regularly change the Texture direction &#039;[/]&#039; and Scale settings as the tile is painted over broad areas to break up the secondary pattern, although adjusting Texture scale Ctrl &#039;[/]&#039; too far downward may not be helpful. Another option might be to create a complex ground pattern mixing several different tiles and applying this to the broader areas using the Copy and paste tool. Finally, realize that covering the ground with a high density of objects (such as lots of trees) can effectively obscure the secondary pattern (of the forest floor). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
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&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Object and Spline Assets|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Water Features|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
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= Water Features =&lt;br /&gt;
Of all the various landforms one can create, water features hold the greatest potential for enhancing scenery along a Route. And water is superbly rendered using the water tools found in Surveyor &#039;&#039;&#039;Topology - Get height&#039;&#039;&#039;.  Three tools are provided: &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Add water &#039;W&#039;, Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. An input box for setting water surface height is provided.  The &#039;&#039;Add water&#039;&#039; tool paints a surface in the same manner as coloring, described above.  However, the water surface has unique properties, the most significant being it is transparent and reflective. Improvements in rendering of these properties with each successive Trainz version has certainly been a major contribution to making a realistic CGI.&lt;br /&gt;
&lt;br /&gt;
Painting water establishes a level surface at the setting in the &#039;&#039;water surface height&#039;&#039; box. Expanding this surface always maintains the same height as long as you begin painting from the existing surface (no need to adjust the setting).  The  &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool adjust the entire connected surface all at once, but does not change any other water surfaces on the map not connected to the one being adjusted. Thus, you can create a series of lakes at different elevations so long as the water surfaces of each are not connected. Determine this independence by selecting &amp;lt;b&amp;gt;Wireframe View&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Display Menu&amp;lt;/b&amp;gt; (or pressing &amp;lt;b&amp;gt;F9&amp;lt;/b&amp;gt;). This displays the baseboard in white and the water surface(s) in grey, removing all the painted surfaces.  Use the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool to disconnect close-by water surfaces that you wish to set to different heights. Working upstream of a long river, you can progressively raise the surface of segments at points with rapids, waterfalls, or dams. Just be sure the water surface is broken at these points. An oddity built into the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool is that if you hold down the Shift-Key while raising or lowering the water surface, the surface becomes bendy, going up or down within a limited area, no longer representing a level surface. If you bend it too much, it snaps back to a level surface at some new height. There must be a use for this?&lt;br /&gt;
&lt;br /&gt;
=== Water Color ===&lt;br /&gt;
Because the water surface is transparent, the color of the water feature and/or the nature of the bottom can be established by coloring the underlaying board surface. Creating muddy water or an algae-colored pond then becomes a matter of selecting an underlying color producing the desired result. The intensity of these underwater paints is controlled NOT by the distance between the water surface and the baseboard (water depth), but by distance from a shore. Over a baseboard without coloring, water has a color based on settings as described in the next paragraph; the board grid shows through for a distance up to about 40 m (130 ft) from a shore.  Beyond that, the bottom fades away (no matter how colored) and water color darkens. This property is one of the great improvements made between TRS2012 and TRS2019 versions. Essentially, realistic deep water is built in and need not be rendered by painting the bottom with progressively darker color or physically lowering the surface (which never worked anyway).  Thus, the offshore bottom need not be any deeper than the nearshore shoaling.  Ocean depths are not rendered by grid depth or coloring; you can bother to color or not color deep water bottom.  See &amp;quot;ocean and large lakes&amp;quot; below to learn how to tweak the color of deep water on your route. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. Here you can set the color of your water features (one setting sets all).  Make sure the time dial is pointing straight down (noon) and click on the green dot below it.  Selecting any dot turns on the tools that establish the color ambiance of the Route at the time of day represented by the position of the green dot, but starting with noon is most influential for the daylight hours. The three boxes to the right of the cloud preview determine what the color dials will influence; the bottom box is &amp;lt;b&amp;gt;water color&amp;lt;/b&amp;gt;. Selecting that box and then tweaking the red, green, and blue color dials allows setting water color over a wide range.  The vertical slider to right sets the overall brightness of the scene (not just water).  A well illustrated description of setting water color is found at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Water_Colour Environment Tools - Water Colour]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Water Surface===&lt;br /&gt;
&lt;br /&gt;
In addition to transparency and reflectivity, the water surface in Trainz has a third unique property: that of water surface condition. Nine different &amp;quot;sea state&amp;quot; conditions are available under &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt;. Select &amp;lt;b&amp;gt;Environment&amp;lt;/b&amp;gt; (sun rising icon) and note &amp;lt;b&amp;gt;Water&amp;lt;/b&amp;gt; (2nd from bottom).  Click on the text window to produce a list of available options. If your water surface is showing behind the &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt; window, you will see instantly the effect of changing the water surface property from &amp;quot;glassy&amp;quot; through &amp;quot;rough&amp;quot;. The setting will apply to all the water surfaces created on your route, so you may have to compromise if you have both ocean and inland lake/pond water features. Click on &amp;quot;&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;&amp;quot; (top right)&amp;amp;mdash;your selection is saved and the window closed (see also &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Set_the_Water_Surface Environment Tools - Set Water Surface]&amp;lt;/span&amp;gt;).&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Two other choices (selected on the left) are &amp;lt;b&amp;gt;Environment -&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The water surface color is influenced by the sky. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rivers and Streams ===&lt;br /&gt;
Several options exist for rendering a river or stream on a route map. The most direct and perhaps easiest to create is a narrow, linear basin with a water surface. Painting the water surface confined by a topography of banks and detailed with appropriate bank and bottom coloring tiles produces a very satisfactory aquatic feature that can be lined with trees, shrubs, and/or grasses.  Important to remember in creating the course of the feature is to develop meanders and bends, minimizing long straight segments. &lt;br /&gt;
&lt;br /&gt;
In a landscape of topographic relief (mountainous), extending a linear feature with the level water surface may prove impractical, requiring that the water surface be broken up into unconnected segments that can rise step-like as the stream extends upslope.  A good example of how to &amp;quot;connect&amp;quot; these segments is provided in the MPS Route, &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot; where a wild river is depicted flowing from tributaries and lakes down to a coastal estuary. &lt;br /&gt;
&lt;br /&gt;
=== Ocean and large lakes ===&lt;br /&gt;
Sea coasts and large lakes are extensive water features extending out to a distant horizon.  Several baseboards out is sufficient, unless higher elevation views are anticipated (for example, a track laid well above the shore).  Because depth does not influence the appearance of the water body (see &amp;quot;water color&amp;quot; above), the ocean or lake baseboard  can be a level surface only a little below the water surface. Coloring the board is optional, except close to the shore where the map grid (&amp;quot;Grid (PBR)&amp;quot;) is visible.   If the &amp;quot;horizon&amp;quot;&amp;amp;mdash;the outermost baseboard&amp;amp;mdash;is kept to a line of baseboards oriented east-west or north-south, the appearance will be a natural one blending into the sky. However, if these horizon baseboards jog inward or outward, the sides of one or more baseboards (which are actually three dimensional blocks) will be seen (&amp;quot;World Edge&amp;quot; effect) from some points on the land. Pushing the horizon further out will reduce this obvious break in the horizon line to some degree, but not completely eliminate it. Placing a far shore (or another land) or an appropriate backdrop can solve this problem. &lt;br /&gt;
&lt;br /&gt;
It is possible to overcome the disappearance of bottom with distance from shore and, for example, create an offshore reef or shoal or just extensive shallow water with a unique bottom type or color.  Choose an area to create this and raise the bottom to just &amp;lt;u&amp;gt;above&amp;lt;/u&amp;gt; the water surface using the &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; tool set at low sensitivity. Then lower the area (&amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool) to just &amp;lt;u&amp;gt;below&amp;lt;/u&amp;gt; the water surface; the grid (or bottom color) will disappear. Now, click anywhere on the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool.  This has the effect of resetting the display relationship between the water surface and the bottom for the entire baseboard. The shoaled area, without any shore, will reappear and can be colored as sand or mud.  You can expand the shoal with the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool set at high sensitivity and wide radius. Although it may appear that nothing is happening as you do this, clicking the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool will reveal the change you are making. Switching to &amp;lt;b&amp;gt;Map View&amp;lt;/b&amp;gt; under the Camera Menu will show the bottom display as light blue for deep water (bottom not visible), light grey for visible but fading bottom, and dark grey (or some color if not &amp;quot;Grid (PBR)&amp;quot;) for shoal bottom.  Curiously, returning these areas to &amp;quot;deep water&amp;quot; will remove the shoal, but have no impact on the color scheme displayed in Map View (in Trainz Plus; could be adjusted in earlier Trainz builds).&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffb0 width=&amp;quot;750&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=25&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Y&amp;lt;/font&amp;gt;ou can spot in tiles with white (for example, &amp;quot;ALWater 2&amp;quot;) to mimic waves breaking along a shore. Other mostly white paints can mimic crashing waves or rough water. The paint &amp;quot;MineralWater3&amp;quot; produces an intense aquamarine with a pattern of waves.&amp;lt;/td&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=Problems=&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;Get Height &#039;G&#039;&amp;lt;/b&amp;gt; tool of the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; menu is essentially non-functional; an elevation will sometimes be obtained (once only if Plateau &#039;P&#039; is set and &#039;G&#039; is typed), but the value is not  the current cursor point on the baseboard but the previous value selected. The &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool serves to obtain the elevation of a point on the baseboard in TRS2019. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!-- BEGIN bugs table --&amp;gt;&lt;br /&gt;
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&amp;lt;td&amp;gt;[[file:Bug.png|link=]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=100%&amp;gt;&lt;br /&gt;
Using the shortcut key, cap &#039;S&#039;, will crash the program in versions of &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt; earlier than Build 114800. Problem is fixed by updating to TRS2019 SP4.&lt;br /&gt;
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&amp;lt;td width=100%&amp;gt;&lt;br /&gt;
The &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; tool discussed above to set ambient brightness and water color lacks a &amp;quot;save&amp;quot; button. To complete your actions and presumably &amp;quot;save&amp;quot; your settings, you can only close the window. However, this action alone will &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; save your settings. Before closing surveyor you must make some other change to the map board, then save the session.&lt;br /&gt;
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----&lt;br /&gt;
----&lt;br /&gt;
=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
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[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_To_Make_Scenery&amp;diff=30659</id>
		<title>How To Make Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_To_Make_Scenery&amp;diff=30659"/>
		<updated>2021-11-05T16:20:52Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: adding Basic Rules section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Trainz&amp;lt;/b&amp;gt;, the game, consists of two basic components: &amp;lt;u&amp;gt;a railroad&amp;lt;/u&amp;gt; and &amp;lt;u&amp;gt;scenery&amp;lt;/u&amp;gt;. Trainz aficionados are a diverse group and individual users interests and talents are likely to emphasize one or the other of the two.  Developing the scenery that surrounds the railroad is an aspect of the game that only a few users have really mastered. This integrated series of How-To pages will introduce those interested in improving the look of their route&amp;amp;mdash;improving the scenery&amp;amp;mdash;to techniques they can easily learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: especially the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
How important is realistic scenery? It is fair to say that Premium Routes, free to Trainz Plus members and for a small fee to others, are selected by N3V Games largely on the basis of the scenery. Location is a substantial part of the interest in mastering a Trainz Session set, say, in the Rocky Mountains or set in Northern Italy; and the same can be said for conducting operations in a realistic looking industrial area. It is conceivable that some users may have little or no interest (oh the  horror!) in actually running a railroad.  From T:ANE version forward a gamer may create a world in which the railroad is just part of the scenery.  Travel about such a world (&amp;quot;Route&amp;quot;) would be by car, truck, bus, boat, or airplane&amp;amp;mdash;or just walking.  This approach is now possible in Trainz, appealing to a user with a strong artistic nature.&lt;br /&gt;
&lt;br /&gt;
= Table of Contents =&lt;br /&gt;
The folowing subject areas are part of this Trainz Wiki How To Guide (click on a chapter title):&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD width=5%&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD width=15%&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Layout LAYOUT]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD width=5%&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD width-30%&amp;gt;Starting a route; Linear vs. Area models; hiding the &amp;quot;Edge of the World&amp;quot;.&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Hills_and_Valleys HILLS and VALLEYS]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Ups and downs: creating terrain.&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Object_and_Spline_Assets OBJECT and SPLINE ASSETS]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Adding objects and spline objects; spline shadows; backdrops.&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Coloring_.28Painting.29 COLORING (PAINTING)]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Selecting and applying ground textures.&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Water_Features WATER FEATURES]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Creating surface waters: creeks, streams, lakes, waterfalls, and the ocean.&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Some Basic Rules ===&lt;br /&gt;
&lt;br /&gt;
For every route builder, the first consideration is achieving a scenery consistent with the landscape they are mimicking.  Choice of objects, particularly vegetation (types of trees, for example.), is perhaps primary but topography&amp;amp;mdash;creating the terrain of hills, mountains, gullies, etc.&amp;amp;mdash;is of great importance and should be the starting point for a new route or expansion of an existing route.  Another rule requiring consideration is the &amp;quot;decrease detail with distance&amp;quot; rule. The computer will attempt to render everything you have added within a scene (up to the &amp;quot;Draw Distance setting); and the scene is constantly moving with the train being operated. Great detail may be called for close to the track, but not at distances far from the track.  Details should decrease with distance on the premise that no one is really going to notice them, no matter how much fun they might be to create, and rendering them places a cost on performance.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffff&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[file:TrainzWiki.png|link=]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Using Topology Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Using Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_To_Make_Scenery&amp;diff=30658</id>
		<title>How To Make Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_To_Make_Scenery&amp;diff=30658"/>
		<updated>2021-11-05T16:09:26Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Add link to topology tools; tweak text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Trainz&amp;lt;/b&amp;gt;, the game, consists of two basic components: &amp;lt;u&amp;gt;a railroad&amp;lt;/u&amp;gt; and &amp;lt;u&amp;gt;scenery&amp;lt;/u&amp;gt;. Trainz aficionados are a diverse group and individual users interests and talents are likely to emphasize one or the other of the two.  Developing the scenery that surrounds the railroad is an aspect of the game that only a few users have really mastered. This integrated series of How-To pages will introduce those interested in improving the look of their route&amp;amp;mdash;improving the scenery&amp;amp;mdash;to techniques they can easily learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: especially the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
How important is realistic scenery? It is fair to say that Premium Routes, free to Trainz Plus members and for a small fee to others, are selected by N3V Games largely on the basis of the scenery. Location is a substantial part of the interest in mastering a Trainz Session set, say, in the Rocky Mountains or set in Northern Italy; and the same can be said for conducting operations in a realistic looking industrial area. It is conceivable that some users may have little or no interest (oh the  horror!) in actually running a railroad.  From T:ANE version forward a gamer may create a world in which the railroad is just part of the scenery.  Travel about such a world (&amp;quot;Route&amp;quot;) would be by car, truck, bus, boat, or airplane&amp;amp;mdash;or just walking.  This approach is now possible in Trainz, appealing to a user with a strong artistic nature.&lt;br /&gt;
&lt;br /&gt;
= Table of Contents =&lt;br /&gt;
The folowing subject areas are part of this Trainz Wiki How To Guide (click on a chapter title):&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD width=5%&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD width=15%&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Layout LAYOUT]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD width=5%&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD width-30%&amp;gt;Starting a route; Linear vs. Area models; hiding the &amp;quot;Edge of the World&amp;quot;.&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Hills_and_Valleys HILLS and VALLEYS]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Ups and downs: creating terrain.&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Object_and_Spline_Assets OBJECT and SPLINE ASSETS]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Adding objects and spline objects; spline shadows; backdrops.&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Coloring_.28Painting.29 COLORING (PAINTING)]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Selecting and applying ground textures.&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Water_Features WATER FEATURES]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Creating surface waters: creeks, streams, lakes, waterfalls, and the ocean.&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffff&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[file:TrainzWiki.png|link=]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Using Topology Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Using Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help/Topology_Tab&amp;diff=30657</id>
		<title>Help/Topology Tab</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help/Topology_Tab&amp;diff=30657"/>
		<updated>2021-11-05T15:57:57Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Change link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;lt;b&amp;gt;Topology Menu&amp;lt;/b&amp;gt; provides access to the tools for creating various&lt;br /&gt;
types of terrain. On this Wiki Page you will learn how to make&lt;br /&gt;
hills, valleys, mountains, lakes and rivers. Once you become skilled in the use of these tools, you may want to check out &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_To_Make_Scenery How To: Make Better Scenery]&amp;lt;/span&amp;gt; to enhance the scenery along your Route.&lt;br /&gt;
&lt;br /&gt;
NOTE: In &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt;, this Topology Tab is also used for accessing the new [[Help:Using_Effect_Layers|&amp;quot;Effect Layers&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
Click on the Topology Tab (or&lt;br /&gt;
press the F1 key) to open the&lt;br /&gt;
Topology Menu. Here you&lt;br /&gt;
will see a number of different&lt;br /&gt;
tools that can be used to shape&lt;br /&gt;
the terrain. Hold your mouse&lt;br /&gt;
cursor over each one to see a&lt;br /&gt;
short description as well as the&lt;br /&gt;
appropriate Hotkey to press. To&lt;br /&gt;
see the whole menu as in the&lt;br /&gt;
diagram above, click on the&lt;br /&gt;
“Advanced” button to expand&lt;br /&gt;
the menu.&lt;br /&gt;
[[File:Topology.jpeg|400px|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
= Topology Tools =&lt;br /&gt;
&lt;br /&gt;
== [[File:Height up.jpg]]  Height up (U) ==&lt;br /&gt;
&lt;br /&gt;
Click on the Height Up icon to select the&lt;br /&gt;
Height Up tool, and notice that your mouse cursor changes&lt;br /&gt;
to a circle. This circle is the “area of influence” for your cursor&lt;br /&gt;
when using the land shaping tools.&lt;br /&gt;
Click once near the center of your baseboard. The terrain is stretched upwards, if you hold the mouse button it will continue to rise. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Height down.jpg]] Height down (D) ==&lt;br /&gt;
Move to a flat area then make an indentation by clicking where you want&lt;br /&gt;
to lower the terrain. The size of the cursor circle determines the amount&lt;br /&gt;
of land that is lowered and the sensitivity determines how&lt;br /&gt;
quickly it lowers.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Height adjust.jpg]] Adjust height (A) ==&lt;br /&gt;
Adjust Height allows finer control of the up&lt;br /&gt;
and down movement. Click and hold then&lt;br /&gt;
push your mouse away from you to raise the&lt;br /&gt;
terrain. Click and hold then pull the mouse&lt;br /&gt;
towards you to lower the terrain.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Radius.jpg]] Radius ==&lt;br /&gt;
Click on the Radius Tool and move mouse to either side to change the circle of influence. Move right to increase sensitivity (&amp;quot;+&amp;quot; on keyboard, not keypad), move left to decrease sensitivity (&amp;quot;-&amp;quot;). &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Sensitivity.jpg]] Sensitivity ==&lt;br /&gt;
Click on the Sensitivity Tool and move the mouse to either side to change the amount of height changed each time the circle of influence is affected: Move right to increase sensitivity (&amp;quot;+&amp;quot; on keyboard, not keypad), move left to decrease sensitivity (&amp;quot;-&amp;quot;). &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Height get.jpg]] Get height (G) ==&lt;br /&gt;
Select Get Height (G), then Click on the side of&lt;br /&gt;
a hill. Notice that the number in the Height Value&lt;br /&gt;
field changes. You have captured the height of the&lt;br /&gt;
spot you clicked on. NOTE: In &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt;, the elevation of a point on the baseboard is obtained only by selecting the &amp;lt;B&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool and clicking on a point, the elevation of which then appears in the Height Value window to the left. Get height &#039;G&#039; does not return a value for the baseboard elevation (not functional).&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Height use.jpg]] Use height (H) ==&lt;br /&gt;
Click on Use Height (H) Then Click to apply the&lt;br /&gt;
selected Height Value to the terrain. The Use Height&lt;br /&gt;
tool creates a plateau at your selected height and&lt;br /&gt;
the radius of your cursor circle determines the&lt;br /&gt;
amount of land that is leveled at one time.&lt;br /&gt;
Click and hold then move your mouse around the terrain to&lt;br /&gt;
plateau a broader section.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Plateu.jpg]] Plateau (P) ==&lt;br /&gt;
&#039;&amp;lt;b&amp;gt;Plateau (P)&amp;lt;/b&amp;gt;&#039; levels the topography at the current height of the&lt;br /&gt;
cursor, the elevation of which displays in  the height value window to the left. Click on the side of a hill to create&lt;br /&gt;
a flat area at the selected level, raising (downslope) and lowering (upslope) the terrain.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Height value field.jpg]] Height value field ==&lt;br /&gt;
As an alternative to Get Height to select a Height Value, you&lt;br /&gt;
can also enter specific height in the Height Value field. You&lt;br /&gt;
can enter positive or negative values. Negative values allow&lt;br /&gt;
you to depress the terrain.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Water add.jpg]] Add water (W) ==&lt;br /&gt;
Click on Add Water (W)&lt;br /&gt;
and paint the water texture along the&lt;br /&gt;
desired area by moving&lt;br /&gt;
your mouse around. The radius of the&lt;br /&gt;
cursor circle determines the texture panel size. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Water remove.jpg]] Remove water (Q) ==&lt;br /&gt;
Click on Remove Water (Q) and you then delete&lt;br /&gt;
the water texture one panel at a time by Clicking&lt;br /&gt;
on each water panel.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Water adjust height.jpg]] Adjust water height (E) ==&lt;br /&gt;
Select the Adjust Water Height&lt;br /&gt;
tool and Click and hold (on the water texture) then drag&lt;br /&gt;
your mouse forward and back, adjusting the water texture&lt;br /&gt;
height until it is the appropriate&lt;br /&gt;
height.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Ground add.jpg]] Add ground (X) ==&lt;br /&gt;
Select the Add Ground&lt;br /&gt;
(X) tool. Click in the void just off the edge of&lt;br /&gt;
the baseboard to add another baseboard in that direction.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Ground remove.jpg]] Delete ground ==&lt;br /&gt;
Click on the Delete Section button. Then Click&lt;br /&gt;
on any baseboard section to delete it.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Advanced =&lt;br /&gt;
The Advanced features menu can be opened and closed by&lt;br /&gt;
using Shift-F1 or clicking on the Advanced Tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Displacement map.jpg]] Displacement map ==&lt;br /&gt;
A displacement map is a grayscale image&lt;br /&gt;
used to create an instant height map.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Direction.jpg]] Direction ==&lt;br /&gt;
Move the direction dial in the directon you wish the grayscale map to be put down on the baseboard.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Threshold.jpg]] Threshold ==&lt;br /&gt;
Move the Threshold dial to increase the size of the height change set on the displacement map.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Area select.jpg]] Select area (B) ==&lt;br /&gt;
Click on Select Area (B). Click and drag the&lt;br /&gt;
mouse to make a large square as shown below.&lt;br /&gt;
The size of the square (or rectangle)&lt;br /&gt;
determines the area that will be affected by the next&lt;br /&gt;
operation.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Area fill.jpg]] Fill area (F) ==&lt;br /&gt;
Scroll through the Displacement Maps, then click on Fill Area (F). The&lt;br /&gt;
terrain is instantly transformed into the shape determined by&lt;br /&gt;
the grayscale images of the displacement map chosen.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Area cancel.jpg]] Cancel selection (D) ==&lt;br /&gt;
Click on Cancel Selection (D) to cancel the&lt;br /&gt;
selection.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Area grab.jpg]] Get displacement (B) ==&lt;br /&gt;
Click on Select Area (B). Click on the baseboard&lt;br /&gt;
and drag the mouse to make a large square that&lt;br /&gt;
covers an existing area of modified terrain. Now&lt;br /&gt;
click the “Get Displacement” button and you’ll notice that a&lt;br /&gt;
displacement map has been derived from the shape of the&lt;br /&gt;
terrain. This can now be used to apply the same terrain effect&lt;br /&gt;
in another area.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_To_Make_Scenery&amp;diff=30647</id>
		<title>How To Make Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_To_Make_Scenery&amp;diff=30647"/>
		<updated>2021-11-05T02:40:04Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: tweaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Trainz&amp;lt;/b&amp;gt;, the game, consists of two basic components: &amp;lt;u&amp;gt;a railroad&amp;lt;/u&amp;gt; and &amp;lt;u&amp;gt;scenery&amp;lt;/u&amp;gt;. Trainz aficionados are a diverse group and individual users interests and talents are likely to emphasize one or the other of the two.  Developing the scenery that surrounds the railroad is an aspect of the game that only a few users have really mastered. This integrated series of How-To pages will introduce those interested in improving the look of their route&amp;amp;mdash;improving the scenery&amp;amp;mdash;to techniques they can easily learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: especially the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
How important is realistic scenery? It is fair to say that Premium Routes, free to Trainz Plus members and for a small fee to others, are selected by N3V Games largely on the basis of the scenery. Location is a substantial part of the interest in mastering a Trainz Session set in the Rocky Mountains or in Northern Italy; and the same can be said for a realistic industrial area. It is conceivable that some users may have little or no interest (oh the  horror!) in actually running a railroad.  From T:ANE version forward a gamer may create a world in which the railroad is just part of the scenery.  Travel about such a world (&amp;quot;Route&amp;quot;) would be by car, truck, bus, boat, or airplane&amp;amp;mdash;or just walking.  This approach is now possible in Trainz, appealing to a user with a strong artistic nature.&lt;br /&gt;
&lt;br /&gt;
= Table of Contents =&lt;br /&gt;
The folowing subject areas are part of this Trainz Wiki How To Guide:&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD width=5%&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD width=15%&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Layout LAYOUT]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD width=5%&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD width-30%&amp;gt;Starting a route; Linear vs. Area models; hiding the &amp;quot;Edge of the World&amp;quot;&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Hills_and_Valleys HILLS and VALLEYS]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Ups and downs: creating terrain&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Object_and_Spline_Assets OBJECT and SPLINE ASSETS]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Adding objects and spline objects; spline shadows; backdrops&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Coloring_.28Painting.29 COLORING (PAINTING)]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Selecting and applying ground textures&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Water_Features WATER FEATURES]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Creating surface waters: creeks, streams, lakes, waterfalls, and the ocean&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffff&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[file:TrainzWiki.png|link=]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=HowTo&amp;diff=30646</id>
		<title>HowTo</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=HowTo&amp;diff=30646"/>
		<updated>2021-11-05T02:30:50Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Change link to Better scenery page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists available &amp;quot;How To&amp;quot; Guides which describe how to achieve certain tasks in Trainz.  &amp;lt;b&amp;gt;HowTo&amp;lt;/b&amp;gt; pages provide much detail on specific actions, whereas &amp;lt;b&amp;gt;Help&amp;lt;/b&amp;gt; pages are intended to respond to in-game needs for help or as quick guides to specific actions. Help pages specifically for &#039;&#039;&#039;Trainz Railroad Simulator 2019&#039;&#039;&#039; or &#039;&#039;&#039;TRS19&#039;&#039;&#039; can be found at &#039;&#039;&#039;[http://online.ts2009.com/mediaWiki/index.php/Category:TRS19 Help:TRS19]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Users are encouraged to add their own guides to this page in a similar fashion, or expand on existing guides. Please keep in mind that this site is dedicated to the current version of Trainz and that techniques used should relate to this version. Editors note: all pages here should fit the pattern &amp;quot;How to X&amp;quot;, as in &amp;quot;How to place signals&amp;quot;. Pages and topics which cannot be phrased in this manner do not belong on this page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Trainz Channel==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:twitch.png|128px|link=https://www.twitch.tv/trainz_simulator|TheTrainzChannel on Twitch]]&lt;br /&gt;
|Many [[Tutorial Videos]] have been recorded for Trainz users to watch and learn from.&lt;br /&gt;
&lt;br /&gt;
To keep up to date with all streams and videos visit [https://www.twitch.tv/trainz_simulator TheTrainzChannel] on Twitch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Content Creation: Routes==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[/Add Bumpy Track/]]&lt;br /&gt;
* [[/Add thumbnail and preview images to your route/|Add Thumbnail and Preview images to your route]]&lt;br /&gt;
* [[/Configure an iPortal/]]&lt;br /&gt;
* [[/Configure An Interlocking Tower/]]&lt;br /&gt;
* [[How to Create a Picklist|Create a PickList]]&lt;br /&gt;
* [[How to Create a Region Asset|Create a Region Asset]]&lt;br /&gt;
* [[/Create_your_first_Route/]]&lt;br /&gt;
* [[/Create a Route in 10 Minutes/]]&lt;br /&gt;
* [[/Make a Track Cutting/]] (Undercut)&lt;br /&gt;
* [[How to Make a Screen Shot|Make a Screen Shot]]&lt;br /&gt;
* [[How_To_Make_Scenery|Make Better Scenery]]&lt;br /&gt;
* [[How to Merge Routes|Merge Routes]]&lt;br /&gt;
* [[How to Place and Use a Camera|Place Cameras along a Route]]&lt;br /&gt;
* [[/Place Signals/]]&lt;br /&gt;
* [[/Build a Bridge|Place a Bridge in your Route]]&lt;br /&gt;
* [[/Build a Tunnel|Place a Tunnel in your Route]]&lt;br /&gt;
* [[/Build a Crossing|Place a Crossing in your Route]]&lt;br /&gt;
* [[/Build Catenary|Place Catenary in your Route]]&lt;br /&gt;
* [[Route and Session Basics]]&lt;br /&gt;
* [[How to Use Bulk Asset Update/Replace Tool|Use Bulk Asset Update/Replace Tool]]&lt;br /&gt;
* [[How to Use Layers|Use Layers]]&lt;br /&gt;
* [[Use Multiplayer Surveyor]]&lt;br /&gt;
* [[How to Use Portals|Use Portals]]&lt;br /&gt;
* [[How to Use Procedural Track|Use Procedural Track]]&lt;br /&gt;
* [[How_to_Use_the_UDS_Interface|Use the UDS (Unified Driver Surveyor) Interface]]&lt;br /&gt;
* [[/Use Superelevation/]]&lt;br /&gt;
* [[/Use Trig Stations/]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Content Creation: Sessions==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[How to Use Message Popup Rule|Adding Message Popups]]&lt;br /&gt;
* [[How to Use Message Popup Rule (Applications)|Adding Message Popups - Sample Applications]]&lt;br /&gt;
* [[How to Use Navigation Point Rules|Adding Navigation Points]]&lt;br /&gt;
* [[How to Use Navigation Point Rules (Applications)|Adding Navigation Points - Sample Applications]]&lt;br /&gt;
* [[How to Create a HTML Asset|Adding a Session Introduction Page and In Game Messages]]&lt;br /&gt;
* [[How to Use Driver Setup Rule|Configuring the Driver Setup Rule]]&lt;br /&gt;
* [[How to Use Environment Tools|Configuring the Environment Tools]]&lt;br /&gt;
* [[How to Control Junctions in Sessions|Controlling Junctions in Sessions]]&lt;br /&gt;
* [[How to Control Signals in Sessions|Controlling Signals in Sessions]]&lt;br /&gt;
* [[How to Create a Message Popup Icon|Creating a Message Popup Icon]]&lt;br /&gt;
* [[Parent Rule List|List of Parent Rules]]&lt;br /&gt;
* [[How to Use Parent and Child Rules|Parent and Child Rules (Session Editor)]]&lt;br /&gt;
* [[Route and Session Basics]]&lt;br /&gt;
* [[How to Use Portals|Using Portals]]&lt;br /&gt;
* [[How to Use Session Editor|Using the Session Editor]]&lt;br /&gt;
* [[How_to_Use_the_UDS_Interface|Using the UDS (Unified Driver Surveyor) Interface]]&lt;br /&gt;
* [[How to Use Track Markers|Using Track Markers]]&lt;br /&gt;
* [[How to Use Track Direction Markers|Using Track Direction Markers]]&lt;br /&gt;
* [[How to Use Track Priority Markers|Using Track Priority Markers]]&lt;br /&gt;
* [[How to Use Track Triggers|Using Track Triggers]]&lt;br /&gt;
* [[How to Use Variables in Sessions (Examples)|Using Variables in Sessions - Sample Applications]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using &amp;quot;Manage Content&amp;quot; in TANE or newer==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[/Download an Asset from the Download Station/]]&lt;br /&gt;
* [[/View by thumbnail images/]]&lt;br /&gt;
* [[/Fix Errors and Warnings/]]&lt;br /&gt;
* [[/Finding Missing Dependencies/]]&lt;br /&gt;
* [[How to Backup a Picklist]]&lt;br /&gt;
* [[How to Create a Picklist]]&lt;br /&gt;
* [[How to Manage Backups]]&lt;br /&gt;
* [[How to Move a Picklist]]&lt;br /&gt;
* [[How to Rename a Picklist]]&lt;br /&gt;
* [[How to Perform Database Repairs]]&lt;br /&gt;
* [[Using Content Manager to Update Assets]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See also [[Help:Content_Manager]]&lt;br /&gt;
&lt;br /&gt;
==Content Creation: Assets==&lt;br /&gt;
&amp;lt;font size=3&amp;gt;&#039;&#039;&#039;General&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* [[/Make your first Trainz Asset/]]&lt;br /&gt;
* [[/Build a Car for Traffic (stand-alone version)/]]&lt;br /&gt;
* [[/Build a Car for Traffic (mesh library version)/]]&lt;br /&gt;
* [[/Build a cab interior/]]&lt;br /&gt;
* [[/Build a drivable car/]]&lt;br /&gt;
* [[/Build Passenger Enabled Assets/]]&lt;br /&gt;
* [[/Create a High Voltage Power Line Spline/]]&lt;br /&gt;
* [[/Create a Fence Spline Featuring LOD and Random Meshes/]]&lt;br /&gt;
* [[How to Create a Message Popup Icon|Create a Message Popup Icon]]&lt;br /&gt;
* [[How to Create a Region Asset|Create a Region Asset]]&lt;br /&gt;
* [[/Create a Neon Font Effect with PhotoShop C4/]]&lt;br /&gt;
* [[/Build Procedural Track for T:ANE/]]&lt;br /&gt;
* [[/Update your auto-generated next KUID/]]&lt;br /&gt;
* [[How to Create a HTML Asset|Create a HTML Asset (Session Introduction Page and In Game Messages)]]&lt;br /&gt;
* [[Updating_Steam_Locos_to_TC3_Standards]]&lt;br /&gt;
* [[How_to_add_collision_to_an_asset]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=3&amp;gt;&#039;&#039;&#039;Scripting and Config.txt&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* [[/Localize an Asset/]]&lt;br /&gt;
* [[/Build a scripted asset/]]&lt;br /&gt;
* [[/Example_Vehicle_Config.txt/]]&lt;br /&gt;
* [[/Example_Station_Script/]]&lt;br /&gt;
* [[/Configure a spline for collisions/]]&lt;br /&gt;
* [[Adding the Native Automatic Running Numbers system to a traincar]]&lt;br /&gt;
* [[/Add a config.txt syntax highlighter to Notepad++/]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=3&amp;gt;&#039;&#039;&#039;3D Modelling&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* [[/Export from 3DS Max using FBX/]]&lt;br /&gt;
* [[/Export from Blender using FBX/]]&lt;br /&gt;
* [[/Export Blender FBX Animation/]]&lt;br /&gt;
* [[/Solve Blender Modelling Problems/]]&lt;br /&gt;
* [[/Scaling setup in Blender/]] &lt;br /&gt;
* [[/Build normal maps in Max/]]&lt;br /&gt;
* [[/Render to Texture/]]&lt;br /&gt;
* [[/Build a simple animated scenery asset in Blender/]]&lt;br /&gt;
* [[/Create transparent windows in Blender/]]&lt;br /&gt;
* [[/Build an animated Neon Sign/]]&lt;br /&gt;
* [[HowTo/Create_a_3D_Avatar|Create a 3D Avatar (Driver Character)]]&lt;br /&gt;
* [[How_To/Use_GIMP_to_create_a_PBRMetal_parameters_image|Create a PBRMetal parameters image in GIMP]]&lt;br /&gt;
* [[Muti-materials on a single object with Substance Painter]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=3&amp;gt;&#039;&#039;&#039;Reskining&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* [[/Reskin an Asset/]]&lt;br /&gt;
* [[/Reskin an Asset using an alias/]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=3&amp;gt;&#039;&#039;&#039;Content Manager&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* [[/Create a displacement map/]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Content Creation: Scripting==&lt;br /&gt;
* [[/Your first Trainz Script/]]&lt;br /&gt;
* [[/Hide- &amp;amp; Unhide Meshes/]]&lt;br /&gt;
* [[/Search for objects in the world/]]&lt;br /&gt;
* [[/Search for installed assets/]]&lt;br /&gt;
* [[/Asynchronous Route Streaming/]]&lt;br /&gt;
* [[/Debug Scripts/]]&lt;br /&gt;
&lt;br /&gt;
== List of Driver Commands==&lt;br /&gt;
*[[Driver_Commands_List|Driver Commands List]]&lt;br /&gt;
&lt;br /&gt;
== List of Session Rules==&lt;br /&gt;
*[[Session Rule List with Parameters|Session Rules (Alphabetical Order)]]&lt;br /&gt;
*[[Session Rules By Categories With Properties|Session Rules (Category Order)]]&lt;br /&gt;
&lt;br /&gt;
==Creating and Configuring Content In-game==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* [[/Create an Interactive Session/]]&lt;br /&gt;
* [[/Add Carz Traffic to a Route/]]&lt;br /&gt;
* [[/Use Digholes to Create Tunnel entries/]]&lt;br /&gt;
* [[/Tune a Steam Locomotive Enginespec/]]&lt;br /&gt;
* [[/Tune a DCC EngineSpec/]]&lt;br /&gt;
* [[/Tune a Diesel EngineSpec/]]&lt;br /&gt;
* [[/Configure an Interactive Industry/]]&lt;br /&gt;
* [[/Implement a Destination Sign System/]]&lt;br /&gt;
* [[/Upload a new asset to the DownloadStation/]]&lt;br /&gt;
* [[/Update an existing asset on the DownloadStation/]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Documentation Suggestions==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[/Build normal maps in Blender/]]&lt;br /&gt;
* [[/Build a house/]] - See discussion page&lt;br /&gt;
* [[/Build a tree/]]&lt;br /&gt;
* [[/Build a track/]]&lt;br /&gt;
* [[/Build a tunnel/]]&lt;br /&gt;
* [[/Build a hedge/]]&lt;br /&gt;
* [[/Build a fence/]]&lt;br /&gt;
* [[/Build a road/]]&lt;br /&gt;
* [[/Build a road crossing/]]&lt;br /&gt;
* [[/Build a train car/]]&lt;br /&gt;
* [[/Build a bogey/]]&lt;br /&gt;
* [[/Build a ground texture/]]&lt;br /&gt;
* [[/Build an interactive industry/]]&lt;br /&gt;
* [[/Add attached track/]]&lt;br /&gt;
* [[/Register with Planet Auran/]]&lt;br /&gt;
* [[/Create an Achievement/]]&lt;br /&gt;
* [[/Use a map to create a baseboard/]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trainz Wiki==&lt;br /&gt;
*[[HowTo/Create_a_Help_Page|How to Create a Trainz Wiki page]]&lt;br /&gt;
&lt;br /&gt;
== See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Content Configuration]] - &#039;&#039;A reference manual covering all content types.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:How-to guides| ]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_To_Make_Scenery&amp;diff=30630</id>
		<title>How To Make Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_To_Make_Scenery&amp;diff=30630"/>
		<updated>2021-11-04T00:05:48Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Set up ToC with links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Trainz&amp;lt;/b&amp;gt;, the game, consists of two basic components: &amp;lt;u&amp;gt;a railroad&amp;lt;/u&amp;gt; and &amp;lt;u&amp;gt;scenery&amp;lt;/u&amp;gt;. Trainz aficionados are a diverse group and individual users interests and talents are likely to emphasize one or the other of the two.  Developing the scenery that surrounds the railroad is an aspect of the game that only a few users have really mastered. This integrated series of How-To pages will introduce those interested in improving the look of their route&amp;amp;mdash;improving the scenery&amp;amp;mdash;to techniques they can easily learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
How important is realistic scenery? It is fair to say that Premium Routes, free to Trainz Plus members and for a small fee to others, are selected by N3V Games largely on the basis of the scenery. Location is a substantial part of the interest in mastering a Trainz Session set in the Rocky Mountains or in Northern Italy; and the same can be said for a realistic industrial area. It is conceivable that some users may have little or no interest (oh the  horror!) in actually running a railroad.  From T:ANE version forward a gamer may create a world in which the railroad is just part of the scenery.  Travel about such a world (&amp;quot;Route&amp;quot;) would be by car, truck, bus, boat, or airplane&amp;amp;mdash;or just walking.&lt;br /&gt;
&lt;br /&gt;
= Table of Contents =&lt;br /&gt;
The folowing subject areas are part of this Trainz Wiki How To Guide:&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD width=5%&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD width=15%&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Layout LAYOUT]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD width=5%&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD width-30%&amp;gt;Starting a route; Linear vs. Area models; hiding the &amp;quot;Edge of the World&amp;quot;&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Hills_and_Valleys HILLS and VALLEYS]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Ups and downs: creating landscape topography&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Object_and_Spline_Assets OBJECTS and SPLINE ASSETS]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Adding objects and spline objects; spline shadows; backdrops&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Coloring_.28Painting.29 COLORING (PAINTING)]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Selecting and applying ground textures&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery#Water_Features WATER FEATURES]&amp;lt;/span&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD&amp;gt;Creating surface waters on a Route: streams, lakes, waterfalls, and the ocean&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffff&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[file:TrainzWiki.png|link=]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_To_Make_Scenery&amp;diff=30629</id>
		<title>How To Make Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_To_Make_Scenery&amp;diff=30629"/>
		<updated>2021-11-03T23:12:04Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Add Wiki footer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Trainz&amp;lt;/b&amp;gt;, the game, consists of two basic components: &amp;lt;u&amp;gt;a railroad&amp;lt;/u&amp;gt; and &amp;lt;u&amp;gt;scenery&amp;lt;/u&amp;gt;. Developing the scenery that surrounds the railroad is one aspect of the game that only a few have really mastered.   Trainz aficionados are a diverse group and individual users interests and talents are likely to emphasize one or the other of the two.  This integrated series of How-To pages will introduce those interested in improving the look of their route&amp;amp;mdash;improving the scenery&amp;amp;mdash;to techniques they can easily learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
How important is realistic scenery? It is fair to say that Premium Routes, free to Trainz Plus members and for a small fee to others, are selected by N3V Games largely on the basis of the scenery. Mastering a Trainz Session in the Rocky Mountains or Northern Italy is a substantial part of the interest; and the same can be said for a realistic industrial area. It is conceivable that some users may have little or no interest (oh the  horror!) in actually running a railroad.  From T:ANE version forward a gamer may create a world in which the railroad is just part of the scenery.  Travel about such a world (&amp;quot;Route&amp;quot;) would be by car, truck, bus, boat, or airplane&amp;amp;mdash;or just walking.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffff&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[file:TrainzWiki.png|link=]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_To_Make_Scenery&amp;diff=30628</id>
		<title>How To Make Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_To_Make_Scenery&amp;diff=30628"/>
		<updated>2021-11-03T21:31:25Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Start new intro page to making better scenery (How-to) Mixed text ideas...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Trainz&amp;lt;/b&amp;gt;, the game, consists of two basic components: &amp;lt;u&amp;gt;a railroad&amp;lt;/u&amp;gt; and &amp;lt;u&amp;gt;scenery&amp;lt;/u&amp;gt;. Developing the scenery that surrounds the railroad is one aspect of the game that only a few have really mastered.   Trainz aficionados are a diverse group and individual users interests and talents are likely to emphasize one or the other of the two.  This integrated series of How-To pages will introduce those interested in improving the look of their route&amp;amp;mdash;improving the scenery&amp;amp;mdash;to techniques they can easily learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
How important is realistic scenery? It is fair to say that Premium Routes, free to Trainz Plus members and for a small fee to others, are selected by N3V Games largely on the basis of the scenery. Mastering a Trainz Session in the Rocky Mountains or Northern Italy is a substantial part of the interest; and the same can be said for a realistic industrial area. It is conceivable that some users may have little or no interest (oh the  horror!) in actually running a railroad.  From T:ANE version forward a gamer may create a world in which the railroad is just part of the scenery.  Travel about such a world (&amp;quot;Route&amp;quot;) would be by car, truck, bus, boat, or airplane&amp;amp;mdash;or just walking.&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30624</id>
		<title>How to Make Good Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30624"/>
		<updated>2021-11-03T19:10:26Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: More correcting of menus vs tool vs setting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz aficionados are a diverse group with varied interests in one or more of the multiple aspects of this game.  Developing the scenery that surrounds the tracks is one such aspect, but one that only a few have really mastered.  This How-To page will introduce those interested in improving the look of their route to techniques they can learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For every route builder, the first consideration is achieving a scenery consistent with the landscape they are mimicking.  Choice of objects, particularly vegetation (types of trees, for example.), is perhaps primary but topography&amp;amp;mdash;creating the terrain of hills, mountains, gullies, etc.&amp;amp;mdash;is of equal importance and should be the starting point for a new route or expansion of an existing route.  Another rule requiring consideration is the &amp;quot;decrease detail with distance&amp;quot; rule. The computer will attempt to render everything you have added within a scene (up to the &amp;quot;Draw Distance setting), a scene that is constantly moving with the train being operated. Great detail may be called for close to the track, but not at distances far from the track; details should decrease with distance on the premise that no one is really going to notice them, no matter how much fun they might be to create, and rendering them places a cost on performance.&lt;br /&gt;
&lt;br /&gt;
= Layout =&lt;br /&gt;
&lt;br /&gt;
The first thing to understand about layout of a Route is the &amp;lt;b&amp;gt;ground type&amp;lt;/b&amp;gt;. From TS2009 onward, Trainz releases have included two ground types:&lt;br /&gt;
* &#039;&#039;&#039;classic, 10-m grid&#039;&#039;&#039; - the original Trainz ground type and the default;&lt;br /&gt;
* &#039;&#039;&#039;classic, 5-m grid&#039;&#039;&#039; - ground type using the classic texturing technique, but storing four times the number of sample points.&lt;br /&gt;
The 5-m grid is great for fine detail close to the track but, as always, with an increase in detail comes a potential impact on performance. A mix of 10- and 5-m grids can be utilized: the 5-m grid used near the track where high detail is desirable, the 10-m grid in all other places. Implementing grid type is discussed elsewhere (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Ground_Types Ground Types]&amp;lt;/span&amp;gt;&#039;&#039;) but realize that the grid type is set independently for each [[baseboard]] and not some portion of a baseboard.  Only the &amp;lt;b&amp;gt;Paint&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tools are impacted by the grid size setting. &lt;br /&gt;
&lt;br /&gt;
With respect to the layout of a Route or Map, Trainz users tend to follow one of two models: the &#039;&#039;&#039;Linear&#039;&#039;&#039; model or the &#039;&#039;&#039;Area&#039;&#039;&#039; model.  Placement of [[baseboard]]s end to end allows the Linear model to develop long track runs with minimal effort. An excellent example is &amp;quot;Belarusian woodland&amp;quot; by Oleg Khim.  The Area model (a large map of many baseboard squares) takes more effort but can better render distant scenery.  Excellent examples of this style are &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; by jango and &amp;quot;Bodmin &amp;amp; Wenford Railway TRS2019&amp;quot; by marky7890. The two layouts styles are sometimes combined: area style layouts used for places of cities, dense industries, and complex train yards connected by long runs of linear style layouts. An example approaching this mixed style is &amp;quot;Coal Country&amp;quot; by Scratchy and &amp;quot;Rodnye Prostory - SND&amp;quot; by TrainzLagutin 1995.  Note that layout choice is independent of prototypical vs. imaginary route design. However, scenery choices will be influenced by the model you choose to employ.&lt;br /&gt;
&lt;br /&gt;
With the Linear model, the edge of the baseboard is always a short distance away from the track, dictating specific scenery choices to obscure this fact from the view of the train. The Area model is especially suitable to creating  mountainous country, such as depicted in &amp;quot;TRS19 Canadian Rocky Mountains - Viktor Lake to Ross Peak &amp;amp; Glacier&amp;quot; by RoysTrainz. Mountains that rise high above the track elevation require space to gain that elevation without displaying unreal slopes  and &amp;quot;TRS2019 Canadian Rocky Mountains Ottertail to Castle Jct&amp;quot; by RoysTrainz shows just how big a map is needed to provide massive mountain peaks. The Area model can also be used to compress a lot of track in a small baseboard set by separating track areas with tall features (hills or backdrops). This layout &amp;quot;folds&amp;quot; a Linear track into an Area layout following techniques used by model railroad builders/designers. &lt;br /&gt;
&lt;br /&gt;
===Edge of World ===&lt;br /&gt;
No matter the size of the layout developed, the reality is your world map will have an edge.  If a square or rectangular configuration of baseboards is maintained with expansion, this edge will simply appear as the end of the world so long as your viewpoint remains on the map. However, with the &amp;lt;b&amp;gt;Linear&amp;lt;/b&amp;gt; style especially, maintaining a rectangular or square map is not possible for routes of any size. On flat terrain, the view from close to the tracks can show the sides of baseboards at the margins in what has been dubbed the &amp;quot;world edge effect&amp;quot;. Fortunately, this problem can be reduced or avoided in a number of different ways. Here, we list the following aids to hide the &amp;quot;world edge&amp;quot;:&lt;br /&gt;
* behind scenery objects;&lt;br /&gt;
* behind backdrops or a &amp;quot;double rise&amp;quot; (topography);&lt;br /&gt;
* behind higher elevation topography (hills or mountains);&lt;br /&gt;
* by extending water (ocean or large lake) to the &amp;quot;horizon&amp;quot;.&lt;br /&gt;
Each is discussed below under the appropriate subject. &lt;br /&gt;
&lt;br /&gt;
= Hills and Valleys =&lt;br /&gt;
&lt;br /&gt;
Enhancing topography changes a flat baseboard into one with hills and valleys, opening up opportunities for road and railroad cuts, viaducts and bridges, and, of course, tunnels.  Varied topography establishes glimpses of the wider world as a train moves down the track.  Of course, a generally flat terrain is realistic for many parts of the world and certainly not a &#039;bad&#039; thing. Topography on a Route is developed using tools found in the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology menu]&#039;&#039;&#039;&amp;lt;/span&amp;gt; in Surveyor mode (correct term would be &amp;quot;topography&amp;quot;).  The top row in this menu has tools for &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;A&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.  These tools are explained on the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology Help Page]&#039;&#039;&#039;&amp;lt;/span&amp;gt;. However, before applying, set the radius and sensitivity of the tool with the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Cursor radius &#039;+/-&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sensitivity &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dials, respectively.  The next row has additional settings, the most useful of which is on the right: the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool.  The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get height &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool appears to do nothing useful in TRS2019 (see &amp;quot;Problems&amp;quot; at bottom). However, the elevation of a point on the baseboard can be obtained using the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool instead. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Use height &#039;H&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; window  sets the topography tool to draw the ground at the elevation setting entered (or obtained with the Plateau &#039;P&#039; tool) in the Height Value window to the left. &lt;br /&gt;
&lt;br /&gt;
The process of creating a varied terrain starts by raising (and perhaps lowering) the ground surface using moderate radius and sensitivity settings (or higher settings to create mountainous topography). Practice using different settings for radius and sensitivity to develop skill in using these tools.  Once the basic terrain has been established, the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool can be an excellent smoothing instrument, even on sloped ground.  Set the sensitivity high and the radius on however large an area is to be smoothed (best results are achieved using a high radius setting).  The Plateau setting uses the elevation at the tool center; moving it quickly over a limited area and regularly resetting the center point will change a rough surface into a smooth slope. Moving the tool along a contour works best.  Again, practice  is necessary to acquire this skill.  Assuming your tracks are already in place, this setting (with radius set at small) allows you to bring slopes in close for realistic cuts or fills near the line. &lt;br /&gt;
&lt;br /&gt;
All land is the result of the forces of erosion and gravity acting upon some earlier (geologically earlier) uplift. You can raise up the land, but fine tuning is then applied for a more realistic look and this entails removing portions of the uplift. Steeper slopes (cliffs) represent more resistant material: that is, rock; but mass-wasting (localized landslides) can create a cliff in more easily eroded material.  Indeed, concave slopes present a picture of substantial, on-going erosion whereas convex slopes are more often seen in late-stage eroded landscapes (hills and gentle valleys). However, these are generalizations and slope form is highly varied in most regions. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tools are used to shape the land, usually at small to medium radius and medium sensitivity settings.  Height up &#039;U&#039; produces a convex surface and Height down &#039;D&#039; produces a concave surface where applied on a slope.&lt;br /&gt;
&lt;br /&gt;
Very fine adjustments around tracks, roads, or buildings require putting radius and sensitivity at their lowest settings and clicking as needed to adjust the land height in relation to the object. Two things need be understood in applying this action, foremost of which is the fact that only clicking directly on a grid vertex point will cause the ground to rise or fall.  If hidden by ground texture, you may need to move around a bit to find the &amp;quot;sweet spot&amp;quot;.  Secondly, raising or lowering the ground may also raise or lower the object, requiring later object height adjustment.  However, for spline objects, if the height as been set (the white spinning circle changed to a yellow spinning circle) adjustment of the ground surface will not effect the spline vertex and raising the ground can bury part of the spline.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffb0 width=&amp;quot;750&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=25&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;A&amp;lt;/font&amp;gt;djusting the ground height around a spline vertex can be frustrating if you have not first &amp;quot;fixed&amp;quot; the vertex height.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Topography Shortcuts ==&lt;br /&gt;
&lt;br /&gt;
A new baseboard has a flat surface at 0.00 (feet or meters). Transforming this into a higher (or lower) elevation can be time-consuming using the height up or down tools available in the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; Menu.  Putting the Radius &#039;R&#039; at maximum will speed up the process, but the &amp;lt;b&amp;gt;Use height &#039;H&#039;&amp;lt;/b&amp;gt; tool can make fast work of bringing up the entire (or much of) the new baseboard to an elevation typed into the Height value window and then &amp;quot;painting&amp;quot; with the tool across the baseboard surface. To extend tall hills or mountains, the &amp;lt;b&amp;gt;Copy and paste&amp;lt;/b&amp;gt; tool is an even faster option.  Copy a large area from a previously created upland, unselecting all but the &amp;lt;b&amp;gt;Paste height&amp;lt;/b&amp;gt; option, then in &amp;lt;b&amp;gt;Paste mode&amp;lt;/b&amp;gt; drop the copied area onto the new location(s).  Do not unselect the &amp;lt;b&amp;gt;Paste textures&amp;lt;/b&amp;gt; mode if you also wish to maintain the colors/textures from the original version. Use the Plateau &#039;P&#039; tool to smooth out transition areas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Layout|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Object and Spline Assets|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Object and Spline Assets =&lt;br /&gt;
Two types of assets exist in Trainz: &amp;lt;b&amp;gt;objects&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;splines&amp;lt;/b&amp;gt;.  In surveyor mode, scenery objects are added and manipulated using the Objects Menu reached by clicking on the &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt; tab. Tracks and objects directly related to tracks are dealt with separately under the &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; tab. For explanations on the various tools and settings provided see pages describing the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Objects_Tab Objects Tab]&amp;lt;/span&amp;gt; and &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Track_Tools Tracks Tab]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Spline Shadows===&lt;br /&gt;
Implementation of shadows cast by objects was one of the great steps forward made by Trainz to render a realistic GUI.  Certain objects, notably spline objects with a low profile (such as roads and tracks) should not, of course, cast a shadow. To avoid this problem, the spline must be set down tight against the ground; any gap between the spline and the ground will appear as a dark line (a shadow).  Spline objects conform to variations in slope as the spline is laid, but fixing the spline points (this changes the vertex from a white to a yellow rotating circle) with the &amp;lt;b&amp;gt;Adjust spline height &#039;H&amp;quot;&amp;lt;/b&amp;gt; setting in &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;Spline height &#039;H&#039; &amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;&#039;Spline mode &#039;S&#039;&amp;lt;/b&amp;gt; for &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt;) removes ground conforming between the points.  Small rises now bury the spline and small dips produce a shadow. On a perfectly level board, these particular problems do not occur, although many spline objects will still cast a shadow if not height adjust. The solution is to bring the spline segments back into close conformance with the ground. Two possible approaches &amp;amp;mdash;adjust the spline height or adjust the ground height&amp;amp;mdash;may both need to be utilized wherever on a Route the shadowing is clearly observable.&lt;br /&gt;
&lt;br /&gt;
A first step is to use the &amp;lt;b&amp;gt;&#039;Smooth spline &#039;S&#039;&amp;lt;/b&amp;gt; tool found in the &amp;lt;b&amp;gt;Advanced&amp;lt;/b&amp;gt; section of the Spline Mode menu (same tool is &amp;lt;b&amp;gt;Smooth spline height &#039;S&#039;&amp;lt;/b&amp;gt; in the advanced tools for &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt;). This tool corrects the terrain topography under the spline segment (section between two vertices) clicked on.  The spline is smoothed and the ground brought into conformance with the spline.  But this conformance may or may not eliminate a shadow, depending on the particular asset, as many are created to lie slightly above the ground. The next step is to apply the &amp;lt;b&amp;gt;&#039;Spline height &#039;H&#039;&amp;lt;/b&amp;gt; tool under Advanced )&amp;lt;b&amp;gt;Adjust spline height &#039;H&#039;&amp;lt;/b&amp;gt; for track splines), lowering the vertices while holding down the CTRL key (allows very fine adjustments).  Using the Smooth spline height tool may not be desirable in some situations, as it has an impact over topography some distance from the spline (may level the ground too far out from the road or track). In this case, the ground will need to be raised up to the spline to eliminate the shadow. The tool used is &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Topolgy&amp;lt;/b&amp;gt; menu, putting both Radius and Sensitivity on the absolute lowest settings. The &amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool may need to be employed to make adjustments.  Realize, both tools only operate if clicked on a grid vertex, having no effect if clicked away from a vertex. The tools raise or lower a vertex and the ground &amp;quot;follows&amp;quot; as a surface determined by the surrounding vertices.&lt;br /&gt;
&lt;br /&gt;
Achieving &amp;quot;no shadow&amp;quot; may be impossible in some small parts of a segment due to bending of the spline. Moving the spline point closer to a grid vertex may help. Using spline assets with &amp;quot;skirts&amp;quot; (for example, ballast in track splines) certainly makes the process easier as these have greater height latitude. Simply hiding conspicuous shadows with a grass asset or placing an object like a car on the shadow are other options.&lt;br /&gt;
&lt;br /&gt;
===Backdrops===&lt;br /&gt;
&#039;&#039;&#039;Backdrops&#039;&#039;&#039; are used to create the illusion of distant terrain, enabling builders to set up landscaped horizons such as mountains and cityscapes quicker and with less impact to the frame-rate. To achieve this, a backdrop has a much greater draw distance than other scenery assets so that it is visible from far away (5 km or ~5000 yds). Backdrops are valuable with layouts based on the &amp;lt;b&amp;gt;Linear Model&amp;lt;/b&amp;gt;, particularly where there is minimal topography (steppes and plains), obviating the need to add map squares to create a sense of distance beyond the tracks.  Even in &amp;lt;b&amp;gt;Area Model&amp;lt;/b&amp;gt; layouts backdrops can be used to great advantage, as is aptly demonstrated  by Jango in &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; in which distant villages are skillfully rendered by short backdrops.&lt;br /&gt;
&lt;br /&gt;
Backdrops are provided as either object assets or spline assets. Because these assets are relatively easy to create and typically designed for specific purposes to match the developer&#039;s route, backdrops available on the DLS vary widely in subject and quality. &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Content_ManagerSearch Search]&amp;lt;/span&amp;gt; for &amp;quot;backdrop&amp;quot; in the DLS for access to an extensive number of offerings.&lt;br /&gt;
&lt;br /&gt;
A form of backdrop labeled a &amp;quot;&amp;lt;b&amp;gt;double rise&amp;lt;/b&amp;gt;&amp;quot; is created with the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool. A low hill or objects (for example trees or buildings) are used close by the tracks to obscure the land immediately beyond, which is made to slope downward, then rise up to create the illusion of far distant mountains or hills. The illusion is accomplished by using no objects or small objects to represent very distant trees on the far rise.  Painting and topography also contribute by using muted colors tending to more purple shades.  An example of this approach can be seen in the MSP route &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot;, where a distant snow-capped range is actually much closer to the tracks than would be possible in a narrow layout. The dip between the tracks and the far rise is obscured from view taking away from the viewer cues normally present to assess distance.      &lt;br /&gt;
&lt;br /&gt;
= Coloring (Painting) =&lt;br /&gt;
Coloring the landscape (&amp;quot;ground texturing&amp;quot;) is accomplished with the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Paint_Tools Paint Tool]&amp;lt;/span&amp;gt;&#039;&#039;&#039; &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt; tool. This tool opens a display of all the of the &amp;quot;paints&amp;quot; or tiles residing locally on your computer.  Each combines colors and textures (in 2D) providing hundreds of possible choices for painting the ground.  This tool is a paint brush with the ability, after selecting a tile, of enlarging the tile image (&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture scale &#039;Ctrl [/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;) and changing the tile orientation &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture direction &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;).  The diameter of the brush tool is set by the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Radius &#039;-/+&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dial. A &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get texture &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool turns on a pointer that, when clicked on a painted location on the map, loads the tile in the brush. The loaded tile is shown in the square directly above the &amp;quot;Radius&amp;quot; dial. If you locate a tile by typing a word/name in the box above the tile display columns, the square displaying the loaded tile does not work if you then select a tile using the selection tool, even though the selected tile is likely loaded into the brush. We say &amp;quot;likely&amp;quot; because a painted area can become a combination of several different tiles, with certain tiles dominating the selection tool to the exclusion of what is displayed.&lt;br /&gt;
&lt;br /&gt;
Once a selected tile is loaded, the image can be painted across the terrain. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. To the right of the cloud preview window and boxes to select ambient, sun, and water color is a vertical slider. Clicking on the green dot at the bottom of the time dial turns the slider on for midday.  Now adjust the slider to set a proper brightness; too bright, and your color tile selections will look washed out.&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
[[File:10-m-grid.jpg|300px|left|Baseboard with grid-size of 10-m]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
===Grid Size Effect===&lt;br /&gt;
One reason to not over utilize the 5-m grid size on a layout is the little difference selecting 5-m over 10-m makes for all but limited areas on a Route. Consider just two tiles; say ballast laid along a track cutting through grass.  On a 10-m grid, the ballast tends to flare out in triangles (depending upon the track angle relative to the underlying grid) or not appearing under the track at all in other places.  In the figure at left, the interaction of dry grass tiles and ballast tiles along the track in the distance shows triangles of ballast at 10-m grid setting. On a 5-m grid, this effect is much reduced, similar to that seen along the track in the foreground of the figure.  The ballast is more easily constrained to the vicinity of the track and the line between grass and ballast can be made closer to an expected line parallel with the rails. In essence, a 5-m grid does permit more precision in painting the ground color/texture where multiple colors/textures are interacting. This precision appears to be the only real advantage gained at the expense of an enhanced cost to performance, suggesting careful consideration of which baseboards might really benefit from having a 5-m grid setting. In fairness, the adverse rendering of adjacent tile interaction on a 10-m grid is less noticeable at low angles and can be ameliorated somewhat by using tiles having minimal contrast. &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Picking tile colors ==&lt;br /&gt;
The number of choices of coloring tiles is large, easily in the hundreds. Picking a suitable tile or combination of tiles is first a matter of deciding what sort of ground you wish to portray. The basic categories are going to be: vegetation, rock, bare soil, and water. Vegetation is likely to occupy the largest area of the map, except in very dry climates (e.g., deserts, dominated by bare soil) and rocky areas with thin soils. Water is discussed in more detail below under &amp;quot;Water Features&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Initially, decide on a suitable &amp;quot;theme&amp;quot; color best representative of the location and type of terrain you intend to emphasize (say, dry grassland) and paint broad areas with this theme color.  The purpose here is to unify your route&#039;s overall look. Of course, you might have more than one theme color if patches are typical or hills look different than valleys or plains. Understand that no single tile provides an entirely natural look if not augmented to some degree by other tiles.  These contrasting colors/textures might represent bare patches in the vegetation or subtle shadings or local changes in vegetation or soil type reflective of the real world.   &lt;br /&gt;
&lt;br /&gt;
=== Tile basics ===&lt;br /&gt;
Coloring the map surface is done by spreading small tiles over the map grid. We call these &amp;quot;tiles&amp;quot; because each is a usually six-sided pattern that is repeated &amp;lt;i&amp;gt;ad infinitum&amp;lt;/i&amp;gt; as it is laid down (painted). On the 10-m grid, the tool places a tile diagonally (NW to SE or NE to SW) only centered on the yellow grid intersections. You can control the area covered by the tool (&amp;lt;b&amp;gt;Radius &amp;quot;-/+&amp;quot;&amp;lt;/b&amp;gt;) and the pattern size (&amp;lt;b&amp;gt;Texture scale &amp;quot;Ctrl [/]&amp;quot;&amp;lt;/b&amp;gt;)&amp;amp;mdash;this is not the area covered, but an enlargement of the actual pattern. Available tiles range from plain color to complex patterns mimicking ground textures of all sorts. Many of these are very good and others, not so good. Because the painting involves laying tiles one after the other, &amp;lt;b&amp;gt;secondary patterns&amp;lt;/b&amp;gt; are almost inevitable. The better texture tiles tend to minimize this.  If a created tile is even a little darker in one part than elsewhere, a secondary pattern will appear. How troublesome these secondary patterns are depends upon the viewed distance. Viewed from the cab, close-in chase, or lineside cameras, secondary patterning is not usually a huge problem.&lt;br /&gt;
&lt;br /&gt;
Secondary patterns can be distracting but several options exist to minimize the problem. First, for broad (e.g., &amp;quot;theme&amp;quot;) area painting, select tiles that lack strong contrasts in color (appear highly textured) as these produce very noticeable secondary patterns. Here, selection for color is more important than texture; save highly textured tiles for areas close to the track. Use the Texture scale &#039;Ctrl [/]&#039; set high or at maximum to reduce the frequency of repeat of the pattern.  Regularly change the Texture direction &#039;[/]&#039; and Scale settings as the tile is painted over broad areas to break up the secondary pattern, although adjusting Texture scale Ctrl &#039;[/]&#039; too far downward may not be helpful. Another option might be to create a complex ground pattern mixing several different tiles and applying this to the broader areas using the Copy and paste tool. Finally, realize that covering the ground with a high density of objects (such as lots of trees) can effectively obscure the secondary pattern (of the forest floor). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Object and Spline Assets|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Water Features|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
= Water Features =&lt;br /&gt;
Of all the various landforms one can create, water features hold the greatest potential for enhancing scenery along a Route. And water is superbly rendered using the water tools found in Surveyor &#039;&#039;&#039;Topology - Get height&#039;&#039;&#039;.  Three tools are provided: &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Add water &#039;W&#039;, Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. An input box for setting water surface height is provided.  The &#039;&#039;Add water&#039;&#039; tool paints a surface in the same manner as coloring, described above.  However, the water surface has unique properties, the most significant being it is transparent and reflective. Improvements in rendering of these properties with each successive Trainz version has certainly been a major contribution to making a realistic CGI.&lt;br /&gt;
&lt;br /&gt;
Painting water establishes a level surface at the setting in the &#039;&#039;water surface height&#039;&#039; box. Expanding this surface always maintains the same height as long as you begin painting from the existing surface (no need to adjust the setting).  The  &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool adjust the entire connected surface all at once, but does not change any other water surfaces on the map not connected to the one being adjusted. Thus, you can create a series of lakes at different elevations so long as the water surfaces of each are not connected. Determine this independence by selecting &amp;lt;b&amp;gt;Wireframe View&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Display Menu&amp;lt;/b&amp;gt; (or pressing &amp;lt;b&amp;gt;F9&amp;lt;/b&amp;gt;). This displays the baseboard in white and the water surface(s) in grey, removing all the painted surfaces.  Use the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool to disconnect close-by water surfaces that you wish to set to different heights. Working upstream of a long river, you can progressively raise the surface of segments at points with rapids, waterfalls, or dams. Just be sure the water surface is broken at these points. An oddity built into the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool is that if you hold down the Shift-Key while raising or lowering the water surface, the surface becomes bendy, going up or down within a limited area, no longer representing a level surface. If you bend it too much, it snaps back to a level surface at some new height. There must be a use for this?&lt;br /&gt;
&lt;br /&gt;
=== Water Color ===&lt;br /&gt;
Because the water surface is transparent, the color of the water feature and/or the nature of the bottom can be established by coloring the underlaying board surface. Creating muddy water or an algae-colored pond then becomes a matter of selecting an underlying color producing the desired result. The intensity of these underwater paints is controlled NOT by the distance between the water surface and the baseboard (water depth), but by distance from a shore. Over a baseboard without coloring, water has a color based on settings as described in the next paragraph; the board grid shows through for a distance up to about 40 m (130 ft) from a shore.  Beyond that, the bottom fades away (no matter how colored) and water color darkens. This property is one of the great improvements made between TRS2012 and TRS2019 versions. Essentially, realistic deep water is built in and need not be rendered by painting the bottom with progressively darker color or physically lowering the surface (which never worked anyway).  Thus, the offshore bottom need not be any deeper than the nearshore shoaling.  Ocean depths are not rendered by grid depth or coloring; you can bother to color or not color deep water bottom.  See &amp;quot;ocean and large lakes&amp;quot; below to learn how to tweak the color of deep water on your route. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. Here you can set the color of your water features (one setting sets all).  Make sure the time dial is pointing straight down (noon) and click on the green dot below it.  Selecting any dot turns on the tools that establish the color ambiance of the Route at the time of day represented by the position of the green dot, but starting with noon is most influential for the daylight hours. The three boxes to the right of the cloud preview determine what the color dials will influence; the bottom box is &amp;lt;b&amp;gt;water color&amp;lt;/b&amp;gt;. Selecting that box and then tweaking the red, green, and blue color dials allows setting water color over a wide range.  The vertical slider to right sets the overall brightness of the scene (not just water).  A well illustrated description of setting water color is found at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Water_Colour Environment Tools - Water Colour]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Water Surface===&lt;br /&gt;
&lt;br /&gt;
In addition to transparency and reflectivity, the water surface in Trainz has a third unique property: that of water surface condition. Nine different &amp;quot;sea state&amp;quot; conditions are available under &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt;. Select &amp;lt;b&amp;gt;Environment&amp;lt;/b&amp;gt; (sun rising icon) and note &amp;lt;b&amp;gt;Water&amp;lt;/b&amp;gt; (2nd from bottom).  Click on the text window to produce a list of available options. If your water surface is showing behind the &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt; window, you will see instantly the effect of changing the water surface property from &amp;quot;glassy&amp;quot; through &amp;quot;rough&amp;quot;. The setting will apply to all the water surfaces created on your route, so you may have to compromise if you have both ocean and inland lake/pond water features. Click on &amp;quot;&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;&amp;quot; (top right)&amp;amp;mdash;your selection is saved and the window closed (see also &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Set_the_Water_Surface Environment Tools - Set Water Surface]&amp;lt;/span&amp;gt;).&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Two other choices (selected on the left) are &amp;lt;b&amp;gt;Environment -&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The water surface color is influenced by the sky. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rivers and Streams ===&lt;br /&gt;
Several options exist for rendering a river or stream on a route map. The most direct and perhaps easiest to create is a narrow, linear basin with a water surface. Painting the water surface confined by a topography of banks and detailed with appropriate bank and bottom coloring tiles produces a very satisfactory aquatic feature that can be lined with trees, shrubs, and/or grasses.  Important to remember in creating the course of the feature is to develop meanders and bends, minimizing long straight segments. &lt;br /&gt;
&lt;br /&gt;
In a landscape of topographic relief (mountainous), extending a linear feature with the level water surface may prove impractical, requiring that the water surface be broken up into unconnected segments that can rise step-like as the stream extends upslope.  A good example of how to &amp;quot;connect&amp;quot; these segments is provided in the MPS Route, &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot; where a wild river is depicted flowing from tributaries and lakes down to a coastal estuary. &lt;br /&gt;
&lt;br /&gt;
=== Ocean and large lakes ===&lt;br /&gt;
Sea coasts and large lakes are extensive water features extending out to a distant horizon.  Several baseboards out is sufficient, unless higher elevation views are anticipated (for example, a track laid well above the shore).  Because depth does not influence the appearance of the water body (see &amp;quot;water color&amp;quot; above), the ocean or lake baseboard  can be a level surface only a little below the water surface. Coloring the board is optional, except close to the shore where the map grid (&amp;quot;Grid (PBR)&amp;quot;) is visible.   If the &amp;quot;horizon&amp;quot;&amp;amp;mdash;the outermost baseboard&amp;amp;mdash;is kept to a line of baseboards oriented east-west or north-south, the appearance will be a natural one blending into the sky. However, if these horizon baseboards jog inward or outward, the sides of one or more baseboards (which are actually three dimensional blocks) will be seen (&amp;quot;World Edge&amp;quot; effect) from some points on the land. Pushing the horizon further out will reduce this obvious break in the horizon line to some degree, but not completely eliminate it. Placing a far shore (or another land) or an appropriate backdrop can solve this problem. &lt;br /&gt;
&lt;br /&gt;
It is possible to overcome the disappearance of bottom with distance from shore and, for example, create an offshore reef or shoal or just extensive shallow water with a unique bottom type or color.  Choose an area to create this and raise the bottom to just &amp;lt;u&amp;gt;above&amp;lt;/u&amp;gt; the water surface using the &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; tool set at low sensitivity. Then lower the area (&amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool) to just &amp;lt;u&amp;gt;below&amp;lt;/u&amp;gt; the water surface; the grid (or bottom color) will disappear. Now, click anywhere on the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool.  This has the effect of resetting the display relationship between the water surface and the bottom for the entire baseboard. The shoaled area, without any shore, will reappear and can be colored as sand or mud.  You can expand the shoal with the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool set at high sensitivity and wide radius. Although it may appear that nothing is happening as you do this, clicking the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool will reveal the change you are making. Switching to &amp;lt;b&amp;gt;Map View&amp;lt;/b&amp;gt; under the Camera Menu will show the bottom display as light blue for deep water (bottom not visible), light grey for visible but fading bottom, and dark grey (or some color if not &amp;quot;Grid (PBR)&amp;quot;) for shoal bottom.  Curiously, returning these areas to &amp;quot;deep water&amp;quot; will remove the shoal, but have no impact on the color scheme displayed in Map View (in Trainz Plus; could be adjusted in earlier Trainz builds).&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffb0 width=&amp;quot;750&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;td width=25&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Y&amp;lt;/font&amp;gt;ou can spot in tiles with white (for example, &amp;quot;ALWater 2&amp;quot;) to mimic waves breaking along a shore. Other mostly white paints can mimic crashing waves or rough water. The paint &amp;quot;MineralWater3&amp;quot; produces an intense aquamarine with a pattern of waves.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Problems=&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;Get Height &#039;G&#039;&amp;lt;/b&amp;gt; tool of the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; menu is essentially non-functional; an elevation will sometimes be obtained (once only if Plateau &#039;P&#039; is set and &#039;G&#039; is typed), but the value is not  the current cursor point on the baseboard but the previous value selected. The &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool serves to obtain the elevation of a point on the baseboard in TRS2019. &lt;br /&gt;
{{clear}}&lt;br /&gt;
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Using the shortcut key, cap &#039;S&#039;, will crash the program in versions of &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt; earlier than Build 114800. Problem is fixed by updating to TRS2019 SP4.&lt;br /&gt;
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The &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; tool discussed above to set ambient brightness and water color lacks a &amp;quot;save&amp;quot; button. To complete your actions and presumably &amp;quot;save&amp;quot; your settings, you can only close the window. However, this action alone will &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; save your settings. Before closing surveyor you must make some other change to the map board, then save the session.&lt;br /&gt;
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----&lt;br /&gt;
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=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
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[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30623</id>
		<title>How to Make Good Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30623"/>
		<updated>2021-11-03T19:05:26Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz aficionados are a diverse group with varied interests in one or more of the multiple aspects of this game.  Developing the scenery that surrounds the tracks is one such aspect, but one that only a few have really mastered.  This How-To page will introduce those interested in improving the look of their route to techniques they can learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For every route builder, the first consideration is achieving a scenery consistent with the landscape they are mimicking.  Choice of objects, particularly vegetation (types of trees, for example.), is perhaps primary but topography&amp;amp;mdash;creating the terrain of hills, mountains, gullies, etc.&amp;amp;mdash;is of equal importance and should be the starting point for a new route or expansion of an existing route.  Another rule requiring consideration is the &amp;quot;decrease detail with distance&amp;quot; rule. The computer will attempt to render everything you have added within a scene (up to the &amp;quot;Draw Distance setting), a scene that is constantly moving with the train being operated. Great detail may be called for close to the track, but not at distances far from the track; details should decrease with distance on the premise that no one is really going to notice them, no matter how much fun they might be to create, and rendering them places a cost on performance.&lt;br /&gt;
&lt;br /&gt;
= Layout =&lt;br /&gt;
&lt;br /&gt;
The first thing to understand about layout of a Route is the &amp;lt;b&amp;gt;ground type&amp;lt;/b&amp;gt;. From TS2009 onward, Trainz releases have included two ground types:&lt;br /&gt;
* &#039;&#039;&#039;classic, 10-m grid&#039;&#039;&#039; - the original Trainz ground type and the default;&lt;br /&gt;
* &#039;&#039;&#039;classic, 5-m grid&#039;&#039;&#039; - ground type using the classic texturing technique, but storing four times the number of sample points.&lt;br /&gt;
The 5-m grid is great for fine detail close to the track but, as always, with an increase in detail comes a potential impact on performance. A mix of 10- and 5-m grids can be utilized: the 5-m grid used near the track where high detail is desirable, the 10-m grid in all other places. Implementing grid type is discussed elsewhere (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Ground_Types Ground Types]&amp;lt;/span&amp;gt;&#039;&#039;) but realize that the grid type is set independently for each [[baseboard]] and not some portion of a baseboard.  Only the &amp;lt;b&amp;gt;Paint&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tools are impacted by the grid size setting. &lt;br /&gt;
&lt;br /&gt;
With respect to the layout of a Route or Map, Trainz users tend to follow one of two models: the &#039;&#039;&#039;Linear&#039;&#039;&#039; model or the &#039;&#039;&#039;Area&#039;&#039;&#039; model.  Placement of [[baseboard]]s end to end allows the Linear model to develop long track runs with minimal effort. An excellent example is &amp;quot;Belarusian woodland&amp;quot; by Oleg Khim.  The Area model (a large map of many baseboard squares) takes more effort but can better render distant scenery.  Excellent examples of this style are &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; by jango and &amp;quot;Bodmin &amp;amp; Wenford Railway TRS2019&amp;quot; by marky7890. The two layouts styles are sometimes combined: area style layouts used for places of cities, dense industries, and complex train yards connected by long runs of linear style layouts. An example approaching this mixed style is &amp;quot;Coal Country&amp;quot; by Scratchy and &amp;quot;Rodnye Prostory - SND&amp;quot; by TrainzLagutin 1995.  Note that layout choice is independent of prototypical vs. imaginary route design. However, scenery choices will be influenced by the model you choose to employ.&lt;br /&gt;
&lt;br /&gt;
With the Linear model, the edge of the baseboard is always a short distance away from the track, dictating specific scenery choices to obscure this fact from the view of the train. The Area model is especially suitable to creating  mountainous country, such as depicted in &amp;quot;TRS19 Canadian Rocky Mountains - Viktor Lake to Ross Peak &amp;amp; Glacier&amp;quot; by RoysTrainz. Mountains that rise high above the track elevation require space to gain that elevation without displaying unreal slopes  and &amp;quot;TRS2019 Canadian Rocky Mountains Ottertail to Castle Jct&amp;quot; by RoysTrainz shows just how big a map is needed to provide massive mountain peaks. The Area model can also be used to compress a lot of track in a small baseboard set by separating track areas with tall features (hills or backdrops). This layout &amp;quot;folds&amp;quot; a Linear track into an Area layout following techniques used by model railroad builders/designers. &lt;br /&gt;
&lt;br /&gt;
===Edge of World ===&lt;br /&gt;
No matter the size of the layout developed, the reality is your world map will have an edge.  If a square or rectangular configuration of baseboards is maintained with expansion, this edge will simply appear as the end of the world so long as your viewpoint remains on the map. However, with the &amp;lt;b&amp;gt;Linear&amp;lt;/b&amp;gt; style especially, maintaining a rectangular or square map is not possible for routes of any size. On flat terrain, the view from close to the tracks can show the sides of baseboards at the margins in what has been dubbed the &amp;quot;world edge effect&amp;quot;. Fortunately, this problem can be reduced or avoided in a number of different ways. Here, we list the following aids to hide the &amp;quot;world edge&amp;quot;:&lt;br /&gt;
* behind scenery objects;&lt;br /&gt;
* behind backdrops or a &amp;quot;double rise&amp;quot; (topography);&lt;br /&gt;
* behind higher elevation topography (hills or mountains);&lt;br /&gt;
* by extending water (ocean or large lake) to the &amp;quot;horizon&amp;quot;.&lt;br /&gt;
Each is discussed below under the appropriate subject. &lt;br /&gt;
&lt;br /&gt;
= Hills and Valleys =&lt;br /&gt;
&lt;br /&gt;
Enhancing topography changes a flat baseboard into one with hills and valleys, opening up opportunities for road and railroad cuts, viaducts and bridges, and, of course, tunnels.  Varied topography establishes glimpses of the wider world as a train moves down the track.  Of course, a generally flat terrain is realistic for many parts of the world and certainly not a &#039;bad&#039; thing. Topography on a Route is developed using tools found in the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology menu]&#039;&#039;&#039;&amp;lt;/span&amp;gt; in Surveyor mode (correct term would be &amp;quot;topography&amp;quot;).  The top row in this menu has tools for &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;A&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.  These tools are explained on the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology Help Page]&#039;&#039;&#039;&amp;lt;/span&amp;gt;. However, before applying, set the radius and sensitivity of the tool with the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Cursor radius &#039;+/-&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sensitivity &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dials, respectively.  The next row has additional settings, the most useful of which is on the right: the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool.  The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get height &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool appears to do nothing useful in TRS2019 (see &amp;quot;Problems&amp;quot; at bottom). However, the elevation of a point on the baseboard can be obtained using the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool instead. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Use height &#039;H&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; window  sets the topography tool to draw the ground at the elevation setting entered (or obtained with the Plateau &#039;P&#039; tool) in the Height Value window to the left. &lt;br /&gt;
&lt;br /&gt;
The process of creating a varied terrain starts by raising (and perhaps lowering) the ground surface using moderate radius and sensitivity settings (or higher settings to create mountainous topography). Practice using different settings for radius and sensitivity to develop skill in using these tools.  Once the basic terrain has been established, the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool can be an excellent smoothing instrument, even on sloped ground.  Set the sensitivity high and the radius on however large an area is to be smoothed (best results are achieved using a high radius setting).  The Plateau setting uses the elevation at the tool center; moving it quickly over a limited area and regularly resetting the center point will change a rough surface into a smooth slope. Moving the tool along a contour works best.  Again, practice  is necessary to acquire this skill.  Assuming your tracks are already in place, this setting (with radius set at small) allows you to bring slopes in close for realistic cuts or fills near the line. &lt;br /&gt;
&lt;br /&gt;
All land is the result of the forces of erosion and gravity acting upon some earlier (geologically earlier) uplift. You can raise up the land, but fine tuning is then applied for a more realistic look and this entails removing portions of the uplift. Steeper slopes (cliffs) represent more resistant material: that is, rock; but mass-wasting (localized landslides) can create a cliff in more easily eroded material.  Indeed, concave slopes present a picture of substantial, on-going erosion whereas convex slopes are more often seen in late-stage eroded landscapes (hills and gentle valleys). However, these are generalizations and slope form is highly varied in most regions. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tools are used to shape the land, usually at small to medium radius and medium sensitivity settings.  Height up &#039;U&#039; produces a convex surface and Height down &#039;D&#039; produces a concave surface where applied on a slope.&lt;br /&gt;
&lt;br /&gt;
Very fine adjustments around tracks, roads, or buildings require putting radius and sensitivity at their lowest settings and clicking as needed to adjust the land height in relation to the object. Two things need be understood in applying this action, foremost of which is the fact that only clicking directly on a grid vertex point will cause the ground to rise or fall.  If hidden by ground texture, you may need to move around a bit to find the &amp;quot;sweet spot&amp;quot;.  Secondly, raising or lowering the ground may also raise or lower the object, requiring later object height adjustment.  However, for spline objects, if the height as been set (the white spinning circle changed to a yellow spinning circle) adjustment of the ground surface will not effect the spline vertex and raising the ground can bury part of the spline.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffb0 width=&amp;quot;750&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=25&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;A&amp;lt;/font&amp;gt;djusting the ground height around a spline vertex can be frustrating if you have not first &amp;quot;fixed&amp;quot; the vertex height.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Topography Shortcuts ==&lt;br /&gt;
&lt;br /&gt;
A new baseboard has a flat surface at 0.00 (feet or meters). Transforming this into a higher (or lower) elevation can be time-consuming using the height up or down tools available in the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; Menu.  Putting the Radius &#039;R&#039; at maximum will speed up the process, but the &amp;lt;b&amp;gt;Use height &#039;H&#039;&amp;lt;/b&amp;gt; tool can make fast work of bringing up the entire (or much of) the new baseboard to an elevation typed into the Height value window and then &amp;quot;painting&amp;quot; with the tool across the baseboard surface. To extend tall hills or mountains, the &amp;lt;b&amp;gt;Copy and paste&amp;lt;/b&amp;gt; tool is an even faster option.  Copy a large area from a previously created upland, unselecting all but the &amp;lt;b&amp;gt;Paste height&amp;lt;/b&amp;gt; option, then in &amp;lt;b&amp;gt;Paste mode&amp;lt;/b&amp;gt; drop the copied area onto the new location(s).  Do not unselect the &amp;lt;b&amp;gt;Paste textures&amp;lt;/b&amp;gt; mode if you also wish to maintain the colors/textures from the original version. Use the Plateau &#039;P&#039; tool to smooth out transition areas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Layout|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Object and Spline Assets|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Object and Spline Assets =&lt;br /&gt;
Two types of assets exist in Trainz: &amp;lt;b&amp;gt;objects&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;splines&amp;lt;/b&amp;gt;.  In surveyor mode, scenery objects are added and manipulated using the Objects Menu reached by clicking on the &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt; tab. Tracks and objects directly related to tracks are dealt with separately under the &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; tab. For explanations on the various tools and settings provided see pages describing the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Objects_Tab Objects Tab]&amp;lt;/span&amp;gt; and &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Track_Tools Tracks Tab]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Spline Shadows===&lt;br /&gt;
Implementation of shadows cast by objects was one of the great steps forward made by Trainz to render a realistic GUI.  Certain objects, notably spline objects with a low profile (such as roads and tracks) should not, of course, cast a shadow. To avoid this problem, the spline must be set down tight against the ground; any gap between the spline and the ground will appear as a dark line (a shadow).  Spline objects conform to variations in slope as the spline is laid, but fixing the spline points (this changes the vertex from a white to a yellow rotating circle) with the &amp;lt;b&amp;gt;Adjust spline height &#039;H&amp;quot;&amp;lt;/b&amp;gt; setting in &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;Spline height &#039;H&#039; &amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;&#039;Spline mode &#039;S&#039;&amp;lt;/b&amp;gt; for &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt;) removes ground conforming between the points.  Small rises now bury the spline and small dips produce a shadow. On a perfectly level board, these particular problems do not occur, although many spline objects will still cast a shadow if not height adjust. The solution is to bring the spline segments back into close conformance with the ground. Two possible approaches &amp;amp;mdash;adjust the spline height or adjust the ground height&amp;amp;mdash;may both need to be utilized wherever on a Route the shadowing is clearly observable.&lt;br /&gt;
&lt;br /&gt;
A first step is to use the &amp;lt;b&amp;gt;&#039;Smooth spline &#039;S&#039;&amp;lt;/b&amp;gt; tool found in the &amp;lt;b&amp;gt;Advanced&amp;lt;/b&amp;gt; section of the Spline Mode menu (same tool is &amp;lt;b&amp;gt;Smooth spline height &#039;S&#039;&amp;lt;/b&amp;gt; in the advanced tools for &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt;). This tool corrects the terrain topography under the spline segment (section between two vertices) clicked on.  The spline is smoothed and the ground brought into conformance with the spline.  But this conformance may or may not eliminate a shadow, depending on the particular asset, as many are created to lie slightly above the ground. The next step is to apply the &amp;lt;b&amp;gt;&#039;Spline height &#039;H&#039;&amp;lt;/b&amp;gt; tool under Advanced )&amp;lt;b&amp;gt;Adjust spline height &#039;H&#039;&amp;lt;/b&amp;gt; for track splines), lowering the vertices while holding down the CTRL key (allows very fine adjustments).  Using the Smooth spline height tool may not be desirable in some situations, as it has an impact over topography some distance from the spline (may level the ground too far out from the road or track). In this case, the ground will need to be raised up to the spline to eliminate the shadow. The tool used is &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Topolgy&amp;lt;/b&amp;gt; menu, putting both Radius and Sensitivity on the absolute lowest settings. The &amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool may need to be employed to make adjustments.  Realize, both tools only operate if clicked on a grid vertex, having no effect if clicked away from a vertex. The tools raise or lower a vertex and the ground &amp;quot;follows&amp;quot; as a surface determined by the surrounding vertices.&lt;br /&gt;
&lt;br /&gt;
Achieving &amp;quot;no shadow&amp;quot; may be impossible in some small parts of a segment due to bending of the spline. Moving the spline point closer to a grid vertex may help. Using spline assets with &amp;quot;skirts&amp;quot; (for example, ballast in track splines) certainly makes the process easier as these have greater height latitude. Simply hiding conspicuous shadows with a grass asset or placing an object like a car on the shadow are other options.&lt;br /&gt;
&lt;br /&gt;
===Backdrops===&lt;br /&gt;
&#039;&#039;&#039;Backdrops&#039;&#039;&#039; are used to create the illusion of distant terrain, enabling builders to set up landscaped horizons such as mountains and cityscapes quicker and with less impact to the frame-rate. To achieve this, a backdrop has a much greater draw distance than other scenery assets so that it is visible from far away (5 km or ~5000 yds). Backdrops are valuable with layouts based on the &amp;lt;b&amp;gt;Linear Model&amp;lt;/b&amp;gt;, particularly where there is minimal topography (steppes and plains), obviating the need to add map squares to create a sense of distance beyond the tracks.  Even in &amp;lt;b&amp;gt;Area Model&amp;lt;/b&amp;gt; layouts backdrops can be used to great advantage, as is aptly demonstrated  by Jango in &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; in which distant villages are skillfully rendered by short backdrops.&lt;br /&gt;
&lt;br /&gt;
Backdrops are provided as either object assets or spline assets. Because these assets are relatively easy to create and typically designed for specific purposes to match the developer&#039;s route, backdrops available on the DLS vary widely in subject and quality. &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Content_ManagerSearch Search]&amp;lt;/span&amp;gt; for &amp;quot;backdrop&amp;quot; in the DLS for access to an extensive number of offerings.&lt;br /&gt;
&lt;br /&gt;
A form of backdrop labeled a &amp;quot;&amp;lt;b&amp;gt;double rise&amp;lt;/b&amp;gt;&amp;quot; is created with the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool. A low hill or objects (for example trees or buildings) are used close by the tracks to obscure the land immediately beyond, which is made to slope downward, then rise up to create the illusion of far distant mountains or hills. The illusion is accomplished by using no objects or small objects to represent very distant trees on the far rise.  Painting and topography also contribute by using muted colors tending to more purple shades.  An example of this approach can be seen in the MSP route &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot;, where a distant snow-capped range is actually much closer to the tracks than would be possible in a narrow layout. The dip between the tracks and the far rise is obscured from view taking away from the viewer cues normally present to assess distance.      &lt;br /&gt;
&lt;br /&gt;
= Coloring (Painting) =&lt;br /&gt;
Coloring the landscape (&amp;quot;ground texturing&amp;quot;) is accomplished with the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Paint_Tools Paint Tool]&amp;lt;/span&amp;gt;&#039;&#039;&#039; &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt; tool. This tool opens a display of all the of the &amp;quot;paints&amp;quot; or tiles residing locally on your computer.  Each combines colors and textures (in 2D) providing hundreds of possible choices for painting the ground.  This tool is a paint brush with the ability, after selecting a tile, of enlarging the tile image (&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture scale &#039;Ctrl [/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;) and changing the tile orientation &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture direction &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;).  The diameter of the brush tool is set by the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Radius &#039;-/+&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dial. A &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get texture &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool turns on a pointer that, when clicked on a painted location on the map, loads the tile in the brush. The loaded tile is shown in the square directly above the &amp;quot;Radius&amp;quot; dial. If you locate a tile by typing a word/name in the box above the tile display columns, the square displaying the loaded tile does not work if you then select a tile using the selection tool, even though the selected tile is likely loaded into the brush. We say &amp;quot;likely&amp;quot; because a painted area can become a combination of several different tiles, with certain tiles dominating the selection tool to the exclusion of what is displayed.&lt;br /&gt;
&lt;br /&gt;
Once a selected tile is loaded, the image can be painted across the terrain. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. To the right of the cloud preview window and boxes to select ambient, sun, and water color is a vertical slider. Clicking on the green dot at the bottom of the time dial turns the slider on for midday.  Now adjust the slider to set a proper brightness; too bright, and your color tile selections will look washed out.&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
[[File:10-m-grid.jpg|300px|left|Baseboard with grid-size of 10-m]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
===Grid Size Effect===&lt;br /&gt;
One reason to not over utilize the 5-m grid size on a layout is the little difference selecting 5-m over 10-m makes for all but limited areas on a Route. Consider just two tiles; say ballast laid along a track cutting through grass.  On a 10-m grid, the ballast tends to flare out in triangles (depending upon the track angle relative to the underlying grid) or not appearing under the track at all in other places.  In the figure at left, the interaction of dry grass tiles and ballast tiles along the track in the distance shows triangles of ballast at 10-m grid setting. On a 5-m grid, this effect is much reduced, similar to that seen along the track in the foreground of the figure.  The ballast is more easily constrained to the vicinity of the track and the line between grass and ballast can be made closer to an expected line parallel with the rails. In essence, a 5-m grid does permit more precision in painting the ground color/texture where multiple colors/textures are interacting. This precision appears to be the only real advantage gained at the expense of an enhanced cost to performance, suggesting careful consideration of which baseboards might really benefit from having a 5-m grid setting. In fairness, the adverse rendering of adjacent tile interaction on a 10-m grid is less noticeable at low angles and can be ameliorated somewhat by using tiles having minimal contrast. &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Picking tile colors ==&lt;br /&gt;
The number of choices of coloring tiles is large, easily in the hundreds. Picking a suitable tile or combination of tiles is first a matter of deciding what sort of ground you wish to portray. The basic categories are going to be: vegetation, rock, bare soil, and water. Vegetation is likely to occupy the largest area of the map, except in very dry climates (e.g., deserts, dominated by bare soil) and rocky areas with thin soils. Water is discussed in more detail below under &amp;quot;Water Features&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Initially, decide on a suitable &amp;quot;theme&amp;quot; color best representative of the location and type of terrain you intend to emphasize (say, dry grassland) and paint broad areas with this theme color.  The purpose here is to unify your route&#039;s overall look. Of course, you might have more than one theme color if patches are typical or hills look different than valleys or plains. Understand that no single tile provides an entirely natural look if not augmented to some degree by other tiles.  These contrasting colors/textures might represent bare patches in the vegetation or subtle shadings or local changes in vegetation or soil type reflective of the real world.   &lt;br /&gt;
&lt;br /&gt;
=== Tile basics ===&lt;br /&gt;
Coloring the map surface is done by spreading small tiles over the map grid. We call these &amp;quot;tiles&amp;quot; because each is a usually six-sided pattern that is repeated &amp;lt;i&amp;gt;ad infinitum&amp;lt;/i&amp;gt; as it is laid down (painted). On the 10-m grid, the tool places a tile diagonally (NW to SE or NE to SW) only centered on the yellow grid intersections. You can control the area covered by the tool (&amp;lt;b&amp;gt;Radius &amp;quot;-/+&amp;quot;&amp;lt;/b&amp;gt;) and the pattern size (&amp;lt;b&amp;gt;Texture scale &amp;quot;Ctrl [/]&amp;quot;&amp;lt;/b&amp;gt;)&amp;amp;mdash;this is not the area covered, but an enlargement of the actual pattern. Available tiles range from plain color to complex patterns mimicking ground textures of all sorts. Many of these are very good and others, not so good. Because the painting involves laying tiles one after the other, &amp;lt;b&amp;gt;secondary patterns&amp;lt;/b&amp;gt; are almost inevitable. The better texture tiles tend to minimize this.  If a created tile is even a little darker in one part than elsewhere, a secondary pattern will appear. How troublesome these secondary patterns are depends upon the viewed distance. Viewed from the cab, close-in chase, or lineside cameras, secondary patterning is not usually a huge problem.&lt;br /&gt;
&lt;br /&gt;
Secondary patterns can be distracting but several options exist to minimize the problem. First, for broad (e.g., &amp;quot;theme&amp;quot;) area painting, select tiles that lack strong contrasts in color (appear highly textured) as these produce very noticeable secondary patterns. Here, selection for color is more important than texture; save highly textured tiles for areas close to the track. Use the Texture scale &#039;Ctrl [/]&#039; set high or at maximum to reduce the frequency of repeat of the pattern.  Regularly change the Texture direction &#039;[/]&#039; and Scale settings as the tile is painted over broad areas to break up the secondary pattern, although adjusting Texture scale Ctrl &#039;[/]&#039; too far downward may not be helpful. Another option might be to create a complex ground pattern mixing several different tiles and applying this to the broader areas using the Copy and paste tool. Finally, realize that covering the ground with a high density of objects (such as lots of trees) can effectively obscure the secondary pattern (of the forest floor). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Object and Spline Assets|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Water Features|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
= Water Features =&lt;br /&gt;
Of all the various landforms one can create, water features hold the greatest potential for enhancing scenery along a Route. And water is superbly rendered using the water tools found in Surveyor &#039;&#039;&#039;Topology - Get height&#039;&#039;&#039;.  Three tools are provided: &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Add water &#039;W&#039;, Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. An input box for setting water surface height is provided.  The &#039;&#039;Add water&#039;&#039; tool paints a surface in the same manner as coloring, described above.  However, the water surface has unique properties, the most significant being it is transparent and reflective. Improvements in rendering of these properties with each successive Trainz version has certainly been a major contribution to making a realistic CGI.&lt;br /&gt;
&lt;br /&gt;
Painting water establishes a level surface at the setting in the &#039;&#039;water surface height&#039;&#039; box. Expanding this surface always maintains the same height as long as you begin painting from the existing surface (no need to adjust the setting).  The  &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool adjust the entire connected surface all at once, but does not change any other water surfaces on the map not connected to the one being adjusted. Thus, you can create a series of lakes at different elevations so long as the water surfaces of each are not connected. Determine this independence by selecting &amp;lt;b&amp;gt;Wireframe View&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Display Menu&amp;lt;/b&amp;gt; (or pressing &amp;lt;b&amp;gt;F9&amp;lt;/b&amp;gt;). This displays the baseboard in white and the water surface(s) in grey, removing all the painted surfaces.  Use the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool to disconnect close-by water surfaces that you wish to set to different heights. Working upstream of a long river, you can progressively raise the surface of segments at points with rapids, waterfalls, or dams. Just be sure the water surface is broken at these points. An oddity built into the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool is that if you hold down the Shift-Key while raising or lowering the water surface, the surface becomes bendy, going up or down within a limited area, no longer representing a level surface. If you bend it too much, it snaps back to a level surface at some new height. There must be a use for this?&lt;br /&gt;
&lt;br /&gt;
=== Water Color ===&lt;br /&gt;
Because the water surface is transparent, the color of the water feature and/or the nature of the bottom can be established by coloring the underlaying board surface. Creating muddy water or an algae-colored pond then becomes a matter of selecting an underlying color producing the desired result. The intensity of these underwater paints is controlled NOT by the distance between the water surface and the baseboard (water depth), but by distance from a shore. Over a baseboard without coloring, water has a color based on settings as described in the next paragraph; the board grid shows through for a distance up to about 40 m (130 ft) from a shore.  Beyond that, the bottom fades away (no matter how colored) and water color darkens. This property is one of the great improvements made between TRS2012 and TRS2019 versions. Essentially, realistic deep water is built in and need not be rendered by painting the bottom with progressively darker color or physically lowering the surface (which never worked anyway).  Thus, the offshore bottom need not be any deeper than the nearshore shoaling.  Ocean depths are not rendered by grid depth or coloring; you can bother to color or not color deep water bottom.  See &amp;quot;ocean and large lakes&amp;quot; below to learn how to tweak the color of deep water on your route. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. Here you can set the color of your water features (one setting sets all).  Make sure the time dial is pointing straight down (noon) and click on the green dot below it.  Selecting any dot turns on the tools that establish the color ambiance of the Route at the time of day represented by the position of the green dot, but starting with noon is most influential for the daylight hours. The three boxes to the right of the cloud preview determine what the color dials will influence; the bottom box is &amp;lt;b&amp;gt;water color&amp;lt;/b&amp;gt;. Selecting that box and then tweaking the red, green, and blue color dials allows setting water color over a wide range.  The vertical slider to right sets the overall brightness of the scene (not just water).  A well illustrated description of setting water color is found at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Water_Colour Environment Tools - Water Colour]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Water Surface===&lt;br /&gt;
&lt;br /&gt;
In addition to transparency and reflectivity, the water surface in Trainz has a third unique property: that of water surface condition. Nine different &amp;quot;sea state&amp;quot; conditions are available under &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt;. Select &amp;lt;b&amp;gt;Environment&amp;lt;/b&amp;gt; (sun rising icon) and note &amp;lt;b&amp;gt;Water&amp;lt;/b&amp;gt; (2nd from bottom).  Click on the text window to produce a list of available options. If your water surface is showing behind the &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt; window, you will see instantly the effect of changing the water surface property from &amp;quot;glassy&amp;quot; through &amp;quot;rough&amp;quot;. The setting will apply to all the water surfaces created on your route, so you may have to compromise if you have both ocean and inland lake/pond water features. Click on &amp;quot;&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;&amp;quot; (top right)&amp;amp;mdash;your selection is saved and the window closed (see also &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Set_the_Water_Surface Environment Tools - Set Water Surface]&amp;lt;/span&amp;gt;).&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Two other choices (selected on the left) are &amp;lt;b&amp;gt;Environment -&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The water surface color is influenced by the sky. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rivers and Streams ===&lt;br /&gt;
Several options exist for rendering a river or stream on a route map. The most direct and perhaps easiest to create is a narrow, linear basin with a water surface. Painting the water surface confined by a topography of banks and detailed with appropriate bank and bottom coloring tiles produces a very satisfactory aquatic feature that can be lined with trees, shrubs, and/or grasses.  Important to remember in creating the course of the feature is to develop meanders and bends, minimizing long straight segments. &lt;br /&gt;
&lt;br /&gt;
In a landscape of topographic relief (mountainous), extending a linear feature with the level water surface may prove impractical, requiring that the water surface be broken up into unconnected segments that can rise step-like as the stream extends upslope.  A good example of how to &amp;quot;connect&amp;quot; these segments is provided in the MPS Route, &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot; where a wild river is depicted flowing from tributaries and lakes down to a coastal estuary. &lt;br /&gt;
&lt;br /&gt;
=== Ocean and large lakes ===&lt;br /&gt;
Sea coasts and large lakes are extensive water features extending out to a distant horizon.  Several baseboards out is sufficient, unless higher elevation views are anticipated (for example, a track laid well above the shore).  Because depth does not influence the appearance of the water body (see &amp;quot;water color&amp;quot; above), the ocean or lake baseboard  can be a level surface only a little below the water surface. Coloring the board is optional, except close to the shore where the map grid (&amp;quot;Grid (PBR)&amp;quot;) is visible.   If the &amp;quot;horizon&amp;quot;&amp;amp;mdash;the outermost baseboard&amp;amp;mdash;is kept to a line of baseboards oriented east-west or north-south, the appearance will be a natural one blending into the sky. However, if these horizon baseboards jog inward or outward, the sides of one or more baseboards (which are actually three dimensional blocks) will be seen (&amp;quot;World Edge&amp;quot; effect) from some points on the land. Pushing the horizon further out will reduce this obvious break in the horizon line to some degree, but not completely eliminate it. Placing a far shore (or another land) or an appropriate backdrop can solve this problem. &lt;br /&gt;
&lt;br /&gt;
It is possible to overcome the disappearance of bottom with distance from shore and, for example, create an offshore reef or shoal or just extensive shallow water with a unique bottom type or color.  Choose an area to create this and raise the bottom to just &amp;lt;u&amp;gt;above&amp;lt;/u&amp;gt; the water surface using the &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; tool set at low sensitivity. Then lower the area (&amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool) to just &amp;lt;u&amp;gt;below&amp;lt;/u&amp;gt; the water surface; the grid (or bottom color) will disappear. Now, click anywhere on the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool.  This has the effect of resetting the display relationship between the water surface and the bottom for the entire baseboard. The shoaled area, without any shore, will reappear and can be colored as sand or mud.  You can expand the shoal with the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool set at high sensitivity and wide radius. Although it may appear that nothing is happening as you do this, clicking the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool will reveal the change you are making. Switching to &amp;lt;b&amp;gt;Map View&amp;lt;/b&amp;gt; under the Camera Menu will show the bottom display as light blue for deep water (bottom not visible), light grey for visible but fading bottom, and dark grey (or some color if not &amp;quot;Grid (PBR)&amp;quot;) for shoal bottom.  Curiously, returning these areas to &amp;quot;deep water&amp;quot; will remove the shoal, but have no impact on the color scheme displayed in Map View (in Trainz Plus; could be adjusted in earlier Trainz builds).&lt;br /&gt;
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=Problems=&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;Get Height &#039;G&#039;&amp;lt;/b&amp;gt; setting of the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool is essentially non-functional; an elevation will sometimes be obtained (once only if Plateau &#039;P&#039; is set and &#039;G&#039; is typed), but the value is not  the current cursor point on the baseboard but the previous value selected. The &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; setting presently serves to obtain the elevation of a point on the baseboard in TRS2019. &lt;br /&gt;
{{clear}}&lt;br /&gt;
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Using the shortcut key, cap &#039;S&#039;, will crash the program in versions of &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt; earlier than Build 114800. Problem is fixed by updating to TRS2019 SP4.&lt;br /&gt;
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The &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; tool discussed above to set ambient brightness and water color lacks a &amp;quot;save&amp;quot; button. To complete your actions and presumably &amp;quot;save&amp;quot; your settings, you can only close the window. However, this action alone will &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; save your settings. Before closing surveyor you must make some other change to the map board, then save the session.&lt;br /&gt;
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=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
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[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30622</id>
		<title>How to Make Good Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30622"/>
		<updated>2021-11-03T19:02:45Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Fixing text in previously added subsection; correcting tool vs setting terminology&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz aficionados are a diverse group with varied interests in one or more of the multiple aspects of this game.  Developing the scenery that surrounds the tracks is one such aspect, but one that only a few have really mastered.  This How-To page will introduce those interested in improving the look of their route to techniques they can learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For every route builder, the first consideration is achieving a scenery consistent with the landscape they are mimicking.  Choice of objects, particularly vegetation (types of trees, for example.), is perhaps primary but topography&amp;amp;mdash;creating the terrain of hills, mountains, gullies, etc.&amp;amp;mdash;is of equal importance and should be the starting point for a new route or expansion of an existing route.  Another rule requiring consideration is the &amp;quot;decrease detail with distance&amp;quot; rule. The computer will attempt to render everything you have added within a scene (up to the &amp;quot;Draw Distance setting), a scene that is constantly moving with the train being operated. Great detail may be called for close to the track, but not at distances far from the track; details should decrease with distance on the premise that no one is really going to notice them, no matter how much fun they might be to create, and rendering them places a cost on performance.&lt;br /&gt;
&lt;br /&gt;
= Layout =&lt;br /&gt;
&lt;br /&gt;
The first thing to understand about layout of a Route is the &amp;lt;b&amp;gt;ground type&amp;lt;/b&amp;gt;. From TS2009 onward, Trainz releases have included two ground types:&lt;br /&gt;
* &#039;&#039;&#039;classic, 10-m grid&#039;&#039;&#039; - the original Trainz ground type and the default;&lt;br /&gt;
* &#039;&#039;&#039;classic, 5-m grid&#039;&#039;&#039; - ground type using the classic texturing technique, but storing four times the number of sample points.&lt;br /&gt;
The 5-m grid is great for fine detail close to the track but, as always, with an increase in detail comes a potential impact on performance. A mix of 10- and 5-m grids can be utilized: the 5-m grid used near the track where high detail is desirable, the 10-m grid in all other places. Implementing grid type is discussed elsewhere (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Ground_Types Ground Types]&amp;lt;/span&amp;gt;&#039;&#039;) but realize that the grid type is set independently for each [[baseboard]] and not some portion of a baseboard.  Only the &amp;lt;b&amp;gt;Paint&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tools are impacted by the grid size setting. &lt;br /&gt;
&lt;br /&gt;
With respect to the layout of a Route or Map, Trainz users tend to follow one of two models: the &#039;&#039;&#039;Linear&#039;&#039;&#039; model or the &#039;&#039;&#039;Area&#039;&#039;&#039; model.  Placement of [[baseboard]]s end to end allows the Linear model to develop long track runs with minimal effort. An excellent example is &amp;quot;Belarusian woodland&amp;quot; by Oleg Khim.  The Area model (a large map of many baseboard squares) takes more effort but can better render distant scenery.  Excellent examples of this style are &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; by jango and &amp;quot;Bodmin &amp;amp; Wenford Railway TRS2019&amp;quot; by marky7890. The two layouts styles are sometimes combined: area style layouts used for places of cities, dense industries, and complex train yards connected by long runs of linear style layouts. An example approaching this mixed style is &amp;quot;Coal Country&amp;quot; by Scratchy and &amp;quot;Rodnye Prostory - SND&amp;quot; by TrainzLagutin 1995.  Note that layout choice is independent of prototypical vs. imaginary route design. However, scenery choices will be influenced by the model you choose to employ.&lt;br /&gt;
&lt;br /&gt;
With the Linear model, the edge of the baseboard is always a short distance away from the track, dictating specific scenery choices to obscure this fact from the view of the train. The Area model is especially suitable to creating  mountainous country, such as depicted in &amp;quot;TRS19 Canadian Rocky Mountains - Viktor Lake to Ross Peak &amp;amp; Glacier&amp;quot; by RoysTrainz. Mountains that rise high above the track elevation require space to gain that elevation without displaying unreal slopes  and &amp;quot;TRS2019 Canadian Rocky Mountains Ottertail to Castle Jct&amp;quot; by RoysTrainz shows just how big a map is needed to provide massive mountain peaks. The Area model can also be used to compress a lot of track in a small baseboard set by separating track areas with tall features (hills or backdrops). This layout &amp;quot;folds&amp;quot; a Linear track into an Area layout following techniques used by model railroad builders/designers. &lt;br /&gt;
&lt;br /&gt;
===Edge of World ===&lt;br /&gt;
No matter the size of the layout developed, the reality is your world map will have an edge.  If a square or rectangular configuration of baseboards is maintained with expansion, this edge will simply appear as the end of the world so long as your viewpoint remains on the map. However, with the &amp;lt;b&amp;gt;Linear&amp;lt;/b&amp;gt; style especially, maintaining a rectangular or square map is not possible for routes of any size. On flat terrain, the view from close to the tracks can show the sides of baseboards at the margins in what has been dubbed the &amp;quot;world edge effect&amp;quot;. Fortunately, this problem can be reduced or avoided in a number of different ways. Here, we list the following aids to hide the &amp;quot;world edge&amp;quot;:&lt;br /&gt;
* behind scenery objects;&lt;br /&gt;
* behind backdrops or a &amp;quot;double rise&amp;quot; (topography);&lt;br /&gt;
* behind higher elevation topography (hills or mountains);&lt;br /&gt;
* by extending water (ocean or large lake) to the &amp;quot;horizon&amp;quot;.&lt;br /&gt;
Each is discussed below under the appropriate subject. &lt;br /&gt;
&lt;br /&gt;
= Hills and Valleys =&lt;br /&gt;
&lt;br /&gt;
Enhancing topography changes a flat baseboard into one with hills and valleys, opening up opportunities for road and railroad cuts, viaducts and bridges, and, of course, tunnels.  Varied topography establishes glimpses of the wider world as a train moves down the track.  Of course, a generally flat terrain is realistic for many parts of the world and certainly not a &#039;bad&#039; thing. Topography on a Route is developed using tools found in the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology menu]&#039;&#039;&#039;&amp;lt;/span&amp;gt; in Surveyor mode (correct term would be &amp;quot;topography&amp;quot;).  The top row in this menu has tools for &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;A&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.  These tools are explained on the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology Help Page]&#039;&#039;&#039;&amp;lt;/span&amp;gt;. However, before applying, set the radius and sensitivity of the tool with the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Cursor radius &#039;+/-&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sensitivity &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dials, respectively.  The next row has additional settings, the most useful of which is on the right: the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool.  The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get height &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool appears to do nothing useful in TRS2019 (see &amp;quot;Problems&amp;quot; below). However, the elevation of a point on the baseboard can be obtained using the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool instead. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Use height &#039;H&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; window  sets the topography tool to draw the ground at the elevation setting entered (or obtained with the Plateau &#039;P&#039; tool) in the Height Value window to the left. &lt;br /&gt;
&lt;br /&gt;
The process of creating a varied terrain starts by raising (and perhaps lowering) the ground surface using moderate radius and sensitivity settings (or higher settings to create mountainous topography). Practice using different settings for radius and sensitivity to develop skill in using these tools.  Once the basic terrain has been established, the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool can be an excellent smoothing instrument, even on sloped ground.  Set the sensitivity high and the radius on however large an area is to be smoothed (best results are achieved using a high radius setting).  The Plateau setting uses the elevation at the tool center; moving it quickly over a limited area and regularly resetting the center point will change a rough surface into a smooth slope. Moving the tool along a contour works best.  Again, practice  is necessary to acquire this skill.  Assuming your tracks are already in place, this setting (with radius set at small) allows you to bring slopes in close for realistic cuts or fills near the line. &lt;br /&gt;
&lt;br /&gt;
All land is the result of the forces of erosion and gravity acting upon some earlier (geologically earlier) uplift. You can raise up the land, but fine tuning is then applied for a more realistic look and this entails removing portions of the uplift. Steeper slopes (cliffs) represent more resistant material: that is, rock; but mass-wasting (localized landslides) can create a cliff in more easily eroded material.  Indeed, concave slopes present a picture of substantial, on-going erosion whereas convex slopes are more often seen in late-stage eroded landscapes (hills and gentle valleys). However, these are generalizations and slope form is highly varied in most regions. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tools are used to shape the land, usually at small to medium radius and medium sensitivity settings.  Height up &#039;U&#039; produces a convex surface and Height down &#039;D&#039; produces a concave surface where applied on a slope.&lt;br /&gt;
&lt;br /&gt;
Very fine adjustments around tracks, roads, or buildings require putting radius and sensitivity at their lowest settings and clicking as needed to adjust the land height in relation to the object. Two things need be understood in applying this action, foremost of which is the fact that only clicking directly on a grid vertex point will cause the ground to rise or fall.  If hidden by ground texture, you may need to move around a bit to find the &amp;quot;sweet spot&amp;quot;.  Secondly, raising or lowering the ground may also raise or lower the object, requiring later object height adjustment.  However, for spline objects, if the height as been set (the white spinning circle changed to a yellow spinning circle) adjustment of the ground surface will not effect the spline vertex and raising the ground can bury part of the spline.&lt;br /&gt;
&lt;br /&gt;
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== Topography Shortcuts ==&lt;br /&gt;
&lt;br /&gt;
A new baseboard has a flat surface at 0.00 (feet or meters). Transforming this into a higher (or lower) elevation can be time-consuming using the height up or down tools available in the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; Menu.  Putting the Radius &#039;R&#039; at maximum will speed up the process, but the &amp;lt;b&amp;gt;Use height &#039;H&#039;&amp;lt;/b&amp;gt; tool can make fast work of bringing up the entire (or much of) the new baseboard to an elevation typed into the Height value window and then &amp;quot;painting&amp;quot; with the tool across the baseboard surface. To extend tall hills or mountains, the &amp;lt;b&amp;gt;Copy and paste&amp;lt;/b&amp;gt; tool is an even faster option.  Copy a large area from a previously created upland, unselecting all but the &amp;lt;b&amp;gt;Paste height&amp;lt;/b&amp;gt; option, then in &amp;lt;b&amp;gt;Paste mode&amp;lt;/b&amp;gt; drop the copied area onto the new location(s).  Do not unselect the &amp;lt;b&amp;gt;Paste textures&amp;lt;/b&amp;gt; mode if you also wish to maintain the colors/textures from the original version. Use the Plateau &#039;P&#039; tool to smooth out transition areas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Layout|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Object and Spline Assets|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Object and Spline Assets =&lt;br /&gt;
Two types of assets exist in Trainz: &amp;lt;b&amp;gt;objects&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;splines&amp;lt;/b&amp;gt;.  In surveyor mode, scenery objects are added and manipulated using the Objects Menu reached by clicking on the &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt; tab. Tracks and objects directly related to tracks are dealt with separately under the &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; tab. For explanations on the various tools and settings provided see pages describing the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Objects_Tab Objects Tab]&amp;lt;/span&amp;gt; and &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Track_Tools Tracks Tab]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Spline Shadows===&lt;br /&gt;
Implementation of shadows cast by objects was one of the great steps forward made by Trainz to render a realistic GUI.  Certain objects, notably spline objects with a low profile (such as roads and tracks) should not, of course, cast a shadow. To avoid this problem, the spline must be set down tight against the ground; any gap between the spline and the ground will appear as a dark line (a shadow).  Spline objects conform to variations in slope as the spline is laid, but fixing the spline points (this changes the vertex from a white to a yellow rotating circle) with the &amp;lt;b&amp;gt;Adjust spline height &#039;H&amp;quot;&amp;lt;/b&amp;gt; setting in &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;Spline height &#039;H&#039; &amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;&#039;Spline mode &#039;S&#039;&amp;lt;/b&amp;gt; for &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt;) removes ground conforming between the points.  Small rises now bury the spline and small dips produce a shadow. On a perfectly level board, these particular problems do not occur, although many spline objects will still cast a shadow if not height adjust. The solution is to bring the spline segments back into close conformance with the ground. Two possible approaches &amp;amp;mdash;adjust the spline height or adjust the ground height&amp;amp;mdash;may both need to be utilized wherever on a Route the shadowing is clearly observable.&lt;br /&gt;
&lt;br /&gt;
A first step is to use the &amp;lt;b&amp;gt;&#039;Smooth spline &#039;S&#039;&amp;lt;/b&amp;gt; tool found in the &amp;lt;b&amp;gt;Advanced&amp;lt;/b&amp;gt; section of the Spline Mode menu (same tool is &amp;lt;b&amp;gt;Smooth spline height &#039;S&#039;&amp;lt;/b&amp;gt; in the advanced tools for &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt;). This tool corrects the terrain topography under the spline segment (section between two vertices) clicked on.  The spline is smoothed and the ground brought into conformance with the spline.  But this conformance may or may not eliminate a shadow, depending on the particular asset, as many are created to lie slightly above the ground. The next step is to apply the &amp;lt;b&amp;gt;&#039;Spline height &#039;H&#039;&amp;lt;/b&amp;gt; tool under Advanced )&amp;lt;b&amp;gt;Adjust spline height &#039;H&#039;&amp;lt;/b&amp;gt; for track splines), lowering the vertices while holding down the CTRL key (allows very fine adjustments).  Using the Smooth spline height tool may not be desirable in some situations, as it has an impact over topography some distance from the spline (may level the ground too far out from the road or track). In this case, the ground will need to be raised up to the spline to eliminate the shadow. The tool used is &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Topolgy&amp;lt;/b&amp;gt; menu, putting both Radius and Sensitivity on the absolute lowest settings. The &amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool may need to be employed to make adjustments.  Realize, both tools only operate if clicked on a grid vertex, having no effect if clicked away from a vertex. The tools raise or lower a vertex and the ground &amp;quot;follows&amp;quot; as a surface determined by the surrounding vertices.&lt;br /&gt;
&lt;br /&gt;
Achieving &amp;quot;no shadow&amp;quot; may be impossible in some small parts of a segment due to bending of the spline. Moving the spline point closer to a grid vertex may help. Using spline assets with &amp;quot;skirts&amp;quot; (for example, ballast in track splines) certainly makes the process easier as these have greater height latitude. Simply hiding conspicuous shadows with a grass asset or placing an object like a car on the shadow are other options.&lt;br /&gt;
&lt;br /&gt;
===Backdrops===&lt;br /&gt;
&#039;&#039;&#039;Backdrops&#039;&#039;&#039; are used to create the illusion of distant terrain, enabling builders to set up landscaped horizons such as mountains and cityscapes quicker and with less impact to the frame-rate. To achieve this, a backdrop has a much greater draw distance than other scenery assets so that it is visible from far away (5 km or ~5000 yds). Backdrops are valuable with layouts based on the &amp;lt;b&amp;gt;Linear Model&amp;lt;/b&amp;gt;, particularly where there is minimal topography (steppes and plains), obviating the need to add map squares to create a sense of distance beyond the tracks.  Even in &amp;lt;b&amp;gt;Area Model&amp;lt;/b&amp;gt; layouts backdrops can be used to great advantage, as is aptly demonstrated  by Jango in &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; in which distant villages are skillfully rendered by short backdrops.&lt;br /&gt;
&lt;br /&gt;
Backdrops are provided as either object assets or spline assets. Because these assets are relatively easy to create and typically designed for specific purposes to match the developer&#039;s route, backdrops available on the DLS vary widely in subject and quality. &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Content_ManagerSearch Search]&amp;lt;/span&amp;gt; for &amp;quot;backdrop&amp;quot; in the DLS for access to an extensive number of offerings.&lt;br /&gt;
&lt;br /&gt;
A form of backdrop labeled a &amp;quot;&amp;lt;b&amp;gt;double rise&amp;lt;/b&amp;gt;&amp;quot; is created with the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool. A low hill or objects (for example trees or buildings) are used close by the tracks to obscure the land immediately beyond, which is made to slope downward, then rise up to create the illusion of far distant mountains or hills. The illusion is accomplished by using no objects or small objects to represent very distant trees on the far rise.  Painting and topography also contribute by using muted colors tending to more purple shades.  An example of this approach can be seen in the MSP route &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot;, where a distant snow-capped range is actually much closer to the tracks than would be possible in a narrow layout. The dip between the tracks and the far rise is obscured from view taking away from the viewer cues normally present to assess distance.      &lt;br /&gt;
&lt;br /&gt;
= Coloring (Painting) =&lt;br /&gt;
Coloring the landscape (&amp;quot;ground texturing&amp;quot;) is accomplished with the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Paint_Tools Paint Tool]&amp;lt;/span&amp;gt;&#039;&#039;&#039; &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt; tool. This tool opens a display of all the of the &amp;quot;paints&amp;quot; or tiles residing locally on your computer.  Each combines colors and textures (in 2D) providing hundreds of possible choices for painting the ground.  This tool is a paint brush with the ability, after selecting a tile, of enlarging the tile image (&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture scale &#039;Ctrl [/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;) and changing the tile orientation &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture direction &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;).  The diameter of the brush tool is set by the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Radius &#039;-/+&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dial. A &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get texture &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool turns on a pointer that, when clicked on a painted location on the map, loads the tile in the brush. The loaded tile is shown in the square directly above the &amp;quot;Radius&amp;quot; dial. If you locate a tile by typing a word/name in the box above the tile display columns, the square displaying the loaded tile does not work if you then select a tile using the selection tool, even though the selected tile is likely loaded into the brush. We say &amp;quot;likely&amp;quot; because a painted area can become a combination of several different tiles, with certain tiles dominating the selection tool to the exclusion of what is displayed.&lt;br /&gt;
&lt;br /&gt;
Once a selected tile is loaded, the image can be painted across the terrain. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. To the right of the cloud preview window and boxes to select ambient, sun, and water color is a vertical slider. Clicking on the green dot at the bottom of the time dial turns the slider on for midday.  Now adjust the slider to set a proper brightness; too bright, and your color tile selections will look washed out.&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
[[File:10-m-grid.jpg|300px|left|Baseboard with grid-size of 10-m]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
===Grid Size Effect===&lt;br /&gt;
One reason to not over utilize the 5-m grid size on a layout is the little difference selecting 5-m over 10-m makes for all but limited areas on a Route. Consider just two tiles; say ballast laid along a track cutting through grass.  On a 10-m grid, the ballast tends to flare out in triangles (depending upon the track angle relative to the underlying grid) or not appearing under the track at all in other places.  In the figure at left, the interaction of dry grass tiles and ballast tiles along the track in the distance shows triangles of ballast at 10-m grid setting. On a 5-m grid, this effect is much reduced, similar to that seen along the track in the foreground of the figure.  The ballast is more easily constrained to the vicinity of the track and the line between grass and ballast can be made closer to an expected line parallel with the rails. In essence, a 5-m grid does permit more precision in painting the ground color/texture where multiple colors/textures are interacting. This precision appears to be the only real advantage gained at the expense of an enhanced cost to performance, suggesting careful consideration of which baseboards might really benefit from having a 5-m grid setting. In fairness, the adverse rendering of adjacent tile interaction on a 10-m grid is less noticeable at low angles and can be ameliorated somewhat by using tiles having minimal contrast. &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Picking tile colors ==&lt;br /&gt;
The number of choices of coloring tiles is large, easily in the hundreds. Picking a suitable tile or combination of tiles is first a matter of deciding what sort of ground you wish to portray. The basic categories are going to be: vegetation, rock, bare soil, and water. Vegetation is likely to occupy the largest area of the map, except in very dry climates (e.g., deserts, dominated by bare soil) and rocky areas with thin soils. Water is discussed in more detail below under &amp;quot;Water Features&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Initially, decide on a suitable &amp;quot;theme&amp;quot; color best representative of the location and type of terrain you intend to emphasize (say, dry grassland) and paint broad areas with this theme color.  The purpose here is to unify your route&#039;s overall look. Of course, you might have more than one theme color if patches are typical or hills look different than valleys or plains. Understand that no single tile provides an entirely natural look if not augmented to some degree by other tiles.  These contrasting colors/textures might represent bare patches in the vegetation or subtle shadings or local changes in vegetation or soil type reflective of the real world.   &lt;br /&gt;
&lt;br /&gt;
=== Tile basics ===&lt;br /&gt;
Coloring the map surface is done by spreading small tiles over the map grid. We call these &amp;quot;tiles&amp;quot; because each is a usually six-sided pattern that is repeated &amp;lt;i&amp;gt;ad infinitum&amp;lt;/i&amp;gt; as it is laid down (painted). On the 10-m grid, the tool places a tile diagonally (NW to SE or NE to SW) only centered on the yellow grid intersections. You can control the area covered by the tool (&amp;lt;b&amp;gt;Radius &amp;quot;-/+&amp;quot;&amp;lt;/b&amp;gt;) and the pattern size (&amp;lt;b&amp;gt;Texture scale &amp;quot;Ctrl [/]&amp;quot;&amp;lt;/b&amp;gt;)&amp;amp;mdash;this is not the area covered, but an enlargement of the actual pattern. Available tiles range from plain color to complex patterns mimicking ground textures of all sorts. Many of these are very good and others, not so good. Because the painting involves laying tiles one after the other, &amp;lt;b&amp;gt;secondary patterns&amp;lt;/b&amp;gt; are almost inevitable. The better texture tiles tend to minimize this.  If a created tile is even a little darker in one part than elsewhere, a secondary pattern will appear. How troublesome these secondary patterns are depends upon the viewed distance. Viewed from the cab, close-in chase, or lineside cameras, secondary patterning is not usually a huge problem.&lt;br /&gt;
&lt;br /&gt;
Secondary patterns can be distracting but several options exist to minimize the problem. First, for broad (e.g., &amp;quot;theme&amp;quot;) area painting, select tiles that lack strong contrasts in color (appear highly textured) as these produce very noticeable secondary patterns. Here, selection for color is more important than texture; save highly textured tiles for areas close to the track. Use the Texture scale &#039;Ctrl [/]&#039; set high or at maximum to reduce the frequency of repeat of the pattern.  Regularly change the Texture direction &#039;[/]&#039; and Scale settings as the tile is painted over broad areas to break up the secondary pattern, although adjusting Texture scale Ctrl &#039;[/]&#039; too far downward may not be helpful. Another option might be to create a complex ground pattern mixing several different tiles and applying this to the broader areas using the Copy and paste tool. Finally, realize that covering the ground with a high density of objects (such as lots of trees) can effectively obscure the secondary pattern (of the forest floor). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Object and Spline Assets|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Water Features|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
= Water Features =&lt;br /&gt;
Of all the various landforms one can create, water features hold the greatest potential for enhancing scenery along a Route. And water is superbly rendered using the water tools found in Surveyor &#039;&#039;&#039;Topology - Get height&#039;&#039;&#039;.  Three tools are provided: &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Add water &#039;W&#039;, Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. An input box for setting water surface height is provided.  The &#039;&#039;Add water&#039;&#039; tool paints a surface in the same manner as coloring, described above.  However, the water surface has unique properties, the most significant being it is transparent and reflective. Improvements in rendering of these properties with each successive Trainz version has certainly been a major contribution to making a realistic CGI.&lt;br /&gt;
&lt;br /&gt;
Painting water establishes a level surface at the setting in the &#039;&#039;water surface height&#039;&#039; box. Expanding this surface always maintains the same height as long as you begin painting from the existing surface (no need to adjust the setting).  The  &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool adjust the entire connected surface all at once, but does not change any other water surfaces on the map not connected to the one being adjusted. Thus, you can create a series of lakes at different elevations so long as the water surfaces of each are not connected. Determine this independence by selecting &amp;lt;b&amp;gt;Wireframe View&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Display Menu&amp;lt;/b&amp;gt; (or pressing &amp;lt;b&amp;gt;F9&amp;lt;/b&amp;gt;). This displays the baseboard in white and the water surface(s) in grey, removing all the painted surfaces.  Use the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool to disconnect close-by water surfaces that you wish to set to different heights. Working upstream of a long river, you can progressively raise the surface of segments at points with rapids, waterfalls, or dams. Just be sure the water surface is broken at these points. An oddity built into the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool is that if you hold down the Shift-Key while raising or lowering the water surface, the surface becomes bendy, going up or down within a limited area, no longer representing a level surface. If you bend it too much, it snaps back to a level surface at some new height. There must be a use for this?&lt;br /&gt;
&lt;br /&gt;
=== Water Color ===&lt;br /&gt;
Because the water surface is transparent, the color of the water feature and/or the nature of the bottom can be established by coloring the underlaying board surface. Creating muddy water or an algae-colored pond then becomes a matter of selecting an underlying color producing the desired result. The intensity of these underwater paints is controlled NOT by the distance between the water surface and the baseboard (water depth), but by distance from a shore. Over a baseboard without coloring, water has a color based on settings as described in the next paragraph; the board grid shows through for a distance up to about 40 m (130 ft) from a shore.  Beyond that, the bottom fades away (no matter how colored) and water color darkens. This property is one of the great improvements made between TRS2012 and TRS2019 versions. Essentially, realistic deep water is built in and need not be rendered by painting the bottom with progressively darker color or physically lowering the surface (which never worked anyway).  Thus, the offshore bottom need not be any deeper than the nearshore shoaling.  Ocean depths are not rendered by grid depth or coloring; you can bother to color or not color deep water bottom.  See &amp;quot;ocean and large lakes&amp;quot; below to learn how to tweak the color of deep water on your route. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. Here you can set the color of your water features (one setting sets all).  Make sure the time dial is pointing straight down (noon) and click on the green dot below it.  Selecting any dot turns on the tools that establish the color ambiance of the Route at the time of day represented by the position of the green dot, but starting with noon is most influential for the daylight hours. The three boxes to the right of the cloud preview determine what the color dials will influence; the bottom box is &amp;lt;b&amp;gt;water color&amp;lt;/b&amp;gt;. Selecting that box and then tweaking the red, green, and blue color dials allows setting water color over a wide range.  The vertical slider to right sets the overall brightness of the scene (not just water).  A well illustrated description of setting water color is found at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Water_Colour Environment Tools - Water Colour]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Water Surface===&lt;br /&gt;
&lt;br /&gt;
In addition to transparency and reflectivity, the water surface in Trainz has a third unique property: that of water surface condition. Nine different &amp;quot;sea state&amp;quot; conditions are available under &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt;. Select &amp;lt;b&amp;gt;Environment&amp;lt;/b&amp;gt; (sun rising icon) and note &amp;lt;b&amp;gt;Water&amp;lt;/b&amp;gt; (2nd from bottom).  Click on the text window to produce a list of available options. If your water surface is showing behind the &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt; window, you will see instantly the effect of changing the water surface property from &amp;quot;glassy&amp;quot; through &amp;quot;rough&amp;quot;. The setting will apply to all the water surfaces created on your route, so you may have to compromise if you have both ocean and inland lake/pond water features. Click on &amp;quot;&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;&amp;quot; (top right)&amp;amp;mdash;your selection is saved and the window closed (see also &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Set_the_Water_Surface Environment Tools - Set Water Surface]&amp;lt;/span&amp;gt;).&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Two other choices (selected on the left) are &amp;lt;b&amp;gt;Environment -&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The water surface color is influenced by the sky. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rivers and Streams ===&lt;br /&gt;
Several options exist for rendering a river or stream on a route map. The most direct and perhaps easiest to create is a narrow, linear basin with a water surface. Painting the water surface confined by a topography of banks and detailed with appropriate bank and bottom coloring tiles produces a very satisfactory aquatic feature that can be lined with trees, shrubs, and/or grasses.  Important to remember in creating the course of the feature is to develop meanders and bends, minimizing long straight segments. &lt;br /&gt;
&lt;br /&gt;
In a landscape of topographic relief (mountainous), extending a linear feature with the level water surface may prove impractical, requiring that the water surface be broken up into unconnected segments that can rise step-like as the stream extends upslope.  A good example of how to &amp;quot;connect&amp;quot; these segments is provided in the MPS Route, &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot; where a wild river is depicted flowing from tributaries and lakes down to a coastal estuary. &lt;br /&gt;
&lt;br /&gt;
=== Ocean and large lakes ===&lt;br /&gt;
Sea coasts and large lakes are extensive water features extending out to a distant horizon.  Several baseboards out is sufficient, unless higher elevation views are anticipated (for example, a track laid well above the shore).  Because depth does not influence the appearance of the water body (see &amp;quot;water color&amp;quot; above), the ocean or lake baseboard  can be a level surface only a little below the water surface. Coloring the board is optional, except close to the shore where the map grid (&amp;quot;Grid (PBR)&amp;quot;) is visible.   If the &amp;quot;horizon&amp;quot;&amp;amp;mdash;the outermost baseboard&amp;amp;mdash;is kept to a line of baseboards oriented east-west or north-south, the appearance will be a natural one blending into the sky. However, if these horizon baseboards jog inward or outward, the sides of one or more baseboards (which are actually three dimensional blocks) will be seen (&amp;quot;World Edge&amp;quot; effect) from some points on the land. Pushing the horizon further out will reduce this obvious break in the horizon line to some degree, but not completely eliminate it. Placing a far shore (or another land) or an appropriate backdrop can solve this problem. &lt;br /&gt;
&lt;br /&gt;
It is possible to overcome the disappearance of bottom with distance from shore and, for example, create an offshore reef or shoal or just extensive shallow water with a unique bottom type or color.  Choose an area to create this and raise the bottom to just &amp;lt;u&amp;gt;above&amp;lt;/u&amp;gt; the water surface using the &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; tool set at low sensitivity. Then lower the area (&amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool) to just &amp;lt;u&amp;gt;below&amp;lt;/u&amp;gt; the water surface; the grid (or bottom color) will disappear. Now, click anywhere on the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool.  This has the effect of resetting the display relationship between the water surface and the bottom for the entire baseboard. The shoaled area, without any shore, will reappear and can be colored as sand or mud.  You can expand the shoal with the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool set at high sensitivity and wide radius. Although it may appear that nothing is happening as you do this, clicking the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool will reveal the change you are making. Switching to &amp;lt;b&amp;gt;Map View&amp;lt;/b&amp;gt; under the Camera Menu will show the bottom display as light blue for deep water (bottom not visible), light grey for visible but fading bottom, and dark grey (or some color if not &amp;quot;Grid (PBR)&amp;quot;) for shoal bottom.  Curiously, returning these areas to &amp;quot;deep water&amp;quot; will remove the shoal, but have no impact on the color scheme displayed in Map View (in Trainz Plus; could be adjusted in earlier Trainz builds).&lt;br /&gt;
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=Problems=&lt;br /&gt;
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The &amp;lt;b&amp;gt;Get Height &#039;G&#039;&amp;lt;/b&amp;gt; setting of the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool is essentially non-functional; an elevation will sometimes be obtained (once only if Plateau &#039;P&#039; is set and &#039;G&#039; is typed), but the value is not  the current cursor point on the baseboard but the previous value selected. The &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; setting presently serves to obtain the elevation of a point on the baseboard in TRS2019. &lt;br /&gt;
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Using the shortcut key, cap &#039;S&#039;, will crash the program in versions of &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt; earlier than Build 114800. Problem is fixed by updating to TRS2019 SP4.&lt;br /&gt;
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The &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; tool discussed above to set ambient brightness and water color lacks a &amp;quot;save&amp;quot; button. To complete your actions and presumably &amp;quot;save&amp;quot; your settings, you can only close the window. However, this action alone will &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; save your settings. Before closing surveyor you must make some other change to the map board, then save the session.&lt;br /&gt;
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=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
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[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30621</id>
		<title>How to Make Good Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30621"/>
		<updated>2021-11-03T18:20:45Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Start Topographt Shortcuts sub section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz aficionados are a diverse group with varied interests in one or more of the multiple aspects of this game.  Developing the scenery that surrounds the tracks is one such aspect, but one that only a few have really mastered.  This How-To page will introduce those interested in improving the look of their route to techniques they can learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For every route builder, the first consideration is achieving a scenery consistent with the landscape they are mimicking.  Choice of objects, particularly vegetation (types of trees, for example.), is perhaps primary but topography&amp;amp;mdash;creating the terrain of hills, mountains, gullies, etc.&amp;amp;mdash;is of equal importance and should be the starting point for a new route or expansion of an existing route.  Another rule requiring consideration is the &amp;quot;decrease detail with distance&amp;quot; rule. The computer will attempt to render everything you have added within a scene (up to the &amp;quot;Draw Distance setting), a scene that is constantly moving with the train being operated. Great detail may be called for close to the track, but not at distances far from the track; details should decrease with distance on the premise that no one is really going to notice them, no matter how much fun they might be to create, and rendering them places a cost on performance.&lt;br /&gt;
&lt;br /&gt;
= Layout =&lt;br /&gt;
&lt;br /&gt;
The first thing to understand about layout of a Route is the &amp;lt;b&amp;gt;ground type&amp;lt;/b&amp;gt;. From TS2009 onward, Trainz releases have included two ground types:&lt;br /&gt;
* &#039;&#039;&#039;classic, 10-m grid&#039;&#039;&#039; - the original Trainz ground type and the default;&lt;br /&gt;
* &#039;&#039;&#039;classic, 5-m grid&#039;&#039;&#039; - ground type using the classic texturing technique, but storing four times the number of sample points.&lt;br /&gt;
The 5-m grid is great for fine detail close to the track but, as always, with an increase in detail comes a potential impact on performance. A mix of 10- and 5-m grids can be utilized: the 5-m grid used near the track where high detail is desirable, the 10-m grid in all other places. Implementing grid type is discussed elsewhere (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Ground_Types Ground Types]&amp;lt;/span&amp;gt;&#039;&#039;) but realize that the grid type is set independently for each [[baseboard]] and not some portion of a baseboard.  Only the &amp;lt;b&amp;gt;Paint&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tools are impacted by the grid size setting. &lt;br /&gt;
&lt;br /&gt;
With respect to the layout of a Route or Map, Trainz users tend to follow one of two models: the &#039;&#039;&#039;Linear&#039;&#039;&#039; model or the &#039;&#039;&#039;Area&#039;&#039;&#039; model.  Placement of [[baseboard]]s end to end allows the Linear model to develop long track runs with minimal effort. An excellent example is &amp;quot;Belarusian woodland&amp;quot; by Oleg Khim.  The Area model (a large map of many baseboard squares) takes more effort but can better render distant scenery.  Excellent examples of this style are &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; by jango and &amp;quot;Bodmin &amp;amp; Wenford Railway TRS2019&amp;quot; by marky7890. The two layouts styles are sometimes combined: area style layouts used for places of cities, dense industries, and complex train yards connected by long runs of linear style layouts. An example approaching this mixed style is &amp;quot;Coal Country&amp;quot; by Scratchy and &amp;quot;Rodnye Prostory - SND&amp;quot; by TrainzLagutin 1995.  Note that layout choice is independent of prototypical vs. imaginary route design. However, scenery choices will be influenced by the model you choose to employ.&lt;br /&gt;
&lt;br /&gt;
With the Linear model, the edge of the baseboard is always a short distance away from the track, dictating specific scenery choices to obscure this fact from the view of the train. The Area model is especially suitable to creating  mountainous country, such as depicted in &amp;quot;TRS19 Canadian Rocky Mountains - Viktor Lake to Ross Peak &amp;amp; Glacier&amp;quot; by RoysTrainz. Mountains that rise high above the track elevation require space to gain that elevation without displaying unreal slopes  and &amp;quot;TRS2019 Canadian Rocky Mountains Ottertail to Castle Jct&amp;quot; by RoysTrainz shows just how big a map is needed to provide massive mountain peaks. The Area model can also be used to compress a lot of track in a small baseboard set by separating track areas with tall features (hills or backdrops). This layout &amp;quot;folds&amp;quot; a Linear track into an Area layout following techniques used by model railroad builders/designers. &lt;br /&gt;
&lt;br /&gt;
===Edge of World ===&lt;br /&gt;
No matter the size of the layout developed, the reality is your world map will have an edge.  If a square or rectangular configuration of baseboards is maintained with expansion, this edge will simply appear as the end of the world so long as your viewpoint remains on the map. However, with the &amp;lt;b&amp;gt;Linear&amp;lt;/b&amp;gt; style especially, maintaining a rectangular or square map is not possible for routes of any size. On flat terrain, the view from close to the tracks can show the sides of baseboards at the margins in what has been dubbed the &amp;quot;world edge effect&amp;quot;. Fortunately, this problem can be reduced or avoided in a number of different ways. Here, we list the following aids to hide the &amp;quot;world edge&amp;quot;:&lt;br /&gt;
* behind scenery objects;&lt;br /&gt;
* behind backdrops or a &amp;quot;double rise&amp;quot; (topography);&lt;br /&gt;
* behind higher elevation topography (hills or mountains);&lt;br /&gt;
* by extending water (ocean or large lake) to the &amp;quot;horizon&amp;quot;.&lt;br /&gt;
Each is discussed below under the appropriate subject. &lt;br /&gt;
&lt;br /&gt;
= Hills and Valleys =&lt;br /&gt;
&lt;br /&gt;
Enhancing topography changes a flat baseboard into one with hills and valleys, opening up opportunities for road and railroad cuts, viaducts and bridges, and, of course, tunnels.  Varied topography establishes glimpses of the wider world as a train moves down the track.  Of course, a generally flat terrain is realistic for many parts of the world and certainly not a &#039;bad&#039; thing. Topography on a Route is developed using the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology tool]&#039;&#039;&#039;&amp;lt;/span&amp;gt; in Surveyor mode (correct term would be &amp;quot;topography&amp;quot;).  The top row in this tool menu has settings for &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;A&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.  These settings determine what the topography tool will do when applied to the surface of the map and a selection must be made before the tool will work. However, before applying, set the radius and sensitivity of the tool with the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Cursor radius &#039;+/-&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sensitivity &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dials, respectively.  The next row has additional settings, the most useful of which is on the right: the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting.  The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get height &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool setting appears to do nothing in TRS2019. However, the elevation of a point on the baseboard can be obtained using the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; setting instead. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Use height &#039;H&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting  sets the topography tool to draw the ground at the height setting entered (or obtained with the Plateau &#039;P&#039; tool) in the Height Value window to the left (see &amp;quot;Problems&amp;quot; below). &lt;br /&gt;
&lt;br /&gt;
The process of creating a varied terrain starts by raising (and perhaps lowering) the ground surface using moderate radius and sensitivity settings (or higher settings to create mountainous topography). Practice using different settings for radius and sensitivity to develop skill in using this tool.  Once the basic terrain has been established, the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting can be an excellent smoothing tool, even on sloped ground.  Set the sensitivity high and the radius on however large an area is to be smoothed (best results are achieved using a high radius setting).  The Plateau setting uses the elevation at the tool center; moving it quickly over a limited area and regularly resetting the center point will change a rough surface into a smooth slope. Moving the tool along a contour works best.  Again, practice  is necessary to acquire this skill.  Assuming your tracks are already in place, this setting (with radius set at small) allows you to bring slopes in close for realistic cuts or fills near the line. &lt;br /&gt;
&lt;br /&gt;
All land is the result of the forces of erosion and gravity acting upon some earlier (geologically earlier) uplift. You can raise up the land, but fine tuning is then applied for a more realistic look and this entails removing portions of the uplift. Steeper slopes (cliffs) represent more resistant material: that is, rock; but mass-wasting (localized landslides) can create a cliff in more easily eroded material.  Indeed, concave slopes present a picture of substantial, on-going erosion whereas convex slopes are more often seen in late-stage eroded landscapes (hills and gentle valleys). However, these are generalizations and slope form is highly varied in most regions. The tool settings of &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; are used to shape the land, usually at small to medium radius and medium sensitivity settings.  Height up &#039;U&#039; produces a convex surface and Height down &#039;D&#039; produces a concave surface where applied to a slope.&lt;br /&gt;
&lt;br /&gt;
Very fine adjustments around tracks, roads, or buildings require putting radius and sensitivity at their lowest settings and clicking as needed to adjust the land height in relation to the object. Two things need be understood in applying this action, foremost of which is the fact that only clicking directly on a grid vertex point will cause the ground to rise or fall.  If hidden by ground texture, you may need to move around a bit to find the &amp;quot;sweet spot&amp;quot;.  Secondly, raising or lowering the ground may also raise or lower the object, requiring later height adjustment.  However, for spline objects, if the height as been set (the white spinning circle changed to a yellow spinning circle) adjustment of the ground surface will not effect the spline vertex.&lt;br /&gt;
&lt;br /&gt;
== Topography Shortcuts ==&lt;br /&gt;
&lt;br /&gt;
A new baseboard has a flat surface at 0.00 (feet or meters). Transforming this into a higher (or lower) elevation can be time consuming using the height up or down tools available in the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; Menu.  Putting the Radius &#039;R&#039; at maximum will speed up the process, but the &amp;lt;b&amp;gt;Use height &#039;H&#039;&amp;lt;/b&amp;gt; tool can make fast work of bringing up the entire (or much of) the new baseboard to an elevation typed into the Height value window, &amp;quot;painting&amp;quot; with the tool across the surface.  To extend tall hills or mountains, the &amp;lt;b&amp;gt;Copy and paste&amp;lt;/b&amp;gt; tool is an even faster option.  Copy a large area from a previously created upland, unselecting all but the &amp;lt;b&amp;gt;Paste height&amp;lt;/b&amp;gt; option, then in &amp;lt;b&amp;gt;Paste mode&amp;lt;/b&amp;gt; drop the copied area onto the new location(s).  Use the Plateau &#039;P&#039; tool to smooth out transition areas.&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Layout|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Object and Spline Assets|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
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= Object and Spline Assets =&lt;br /&gt;
Two types of assets exist in Trainz: &amp;lt;b&amp;gt;objects&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;splines&amp;lt;/b&amp;gt;.  In surveyor mode, scenery objects are added and manipulated using the Objects Menu reached by clicking on the &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt; tab. Tracks and objects directly related to tracks are dealt with separately under the &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; tab. For explanations on the various tools and settings provided see pages describing the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Objects_Tab Objects Tab]&amp;lt;/span&amp;gt; and &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Track_Tools Tracks Tab]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Spline Shadows===&lt;br /&gt;
Implementation of shadows cast by objects was one of the great steps forward made by Trainz to render a realistic GUI.  Certain objects, notably spline objects with a low profile (such as roads and tracks) should not, of course, cast a shadow. To avoid this problem, the spline must be set down tight against the ground; any gap between the spline and the ground will appear as a dark line (a shadow).  Spline objects conform to variations in slope as the spline is laid, but fixing the spline points (this changes the vertex from a white to a yellow rotating circle) with the &amp;lt;b&amp;gt;Adjust spline height &#039;H&amp;quot;&amp;lt;/b&amp;gt; setting in &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;Spline height &#039;H&#039; &amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;&#039;Spline mode &#039;S&#039;&amp;lt;/b&amp;gt; for &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt;) removes ground conforming between the points.  Small rises now bury the spline and small dips produce a shadow. On a perfectly level board, these particular problems do not occur, although many spline objects will still cast a shadow if not height adjust. The solution is to bring the spline segments back into close conformance with the ground. Two possible approaches &amp;amp;mdash;adjust the spline height or adjust the ground height&amp;amp;mdash;may both need to be utilized wherever on a Route the shadowing is clearly observable.&lt;br /&gt;
&lt;br /&gt;
A first step is to use the &amp;lt;b&amp;gt;&#039;Smooth spline &#039;S&#039;&amp;lt;/b&amp;gt; tool found in the &amp;lt;b&amp;gt;Advanced&amp;lt;/b&amp;gt; section of the Spline Mode menu (same tool is &amp;lt;b&amp;gt;Smooth spline height &#039;S&#039;&amp;lt;/b&amp;gt; in the advanced tools for &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt;). This tool corrects the terrain topography under the spline segment (section between two vertices) clicked on.  The spline is smoothed and the ground brought into conformance with the spline.  But this conformance may or may not eliminate a shadow, depending on the particular asset, as many are created to lie slightly above the ground. The next step is to apply the &amp;lt;b&amp;gt;&#039;Spline height &#039;H&#039;&amp;lt;/b&amp;gt; tool under Advanced )&amp;lt;b&amp;gt;Adjust spline height &#039;H&#039;&amp;lt;/b&amp;gt; for track splines), lowering the vertices while holding down the CTRL key (allows very fine adjustments).  Using the Smooth spline height tool may not be desirable in some situations, as it has an impact over topography some distance from the spline (may level the ground too far out from the road or track). In this case, the ground will need to be raised up to the spline to eliminate the shadow. The tool used is &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Topolgy&amp;lt;/b&amp;gt; menu, putting both Radius and Sensitivity on the absolute lowest settings. The &amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool may need to be employed to make adjustments.  Realize, both tools only operate if clicked on a grid vertex, having no effect if clicked away from a vertex. The tools raise or lower a vertex and the ground &amp;quot;follows&amp;quot; as a surface determined by the surrounding vertices.&lt;br /&gt;
&lt;br /&gt;
Achieving &amp;quot;no shadow&amp;quot; may be impossible in some small parts of a segment due to bending of the spline. Moving the spline point closer to a grid vertex may help. Using spline assets with &amp;quot;skirts&amp;quot; (for example, ballast in track splines) certainly makes the process easier as these have greater height latitude. Simply hiding conspicuous shadows with a grass asset or placing an object like a car on the shadow are other options.&lt;br /&gt;
&lt;br /&gt;
===Backdrops===&lt;br /&gt;
&#039;&#039;&#039;Backdrops&#039;&#039;&#039; are used to create the illusion of distant terrain, enabling builders to set up landscaped horizons such as mountains and cityscapes quicker and with less impact to the frame-rate. To achieve this, a backdrop has a much greater draw distance than other scenery assets so that it is visible from far away (5 km or ~5000 yds). Backdrops are valuable with layouts based on the &amp;lt;b&amp;gt;Linear Model&amp;lt;/b&amp;gt;, particularly where there is minimal topography (steppes and plains), obviating the need to add map squares to create a sense of distance beyond the tracks.  Even in &amp;lt;b&amp;gt;Area Model&amp;lt;/b&amp;gt; layouts backdrops can be used to great advantage, as is aptly demonstrated  by Jango in &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; in which distant villages are skillfully rendered by short backdrops.&lt;br /&gt;
&lt;br /&gt;
Backdrops are provided as either object assets or spline assets. Because these assets are relatively easy to create and typically designed for specific purposes to match the developer&#039;s route, backdrops available on the DLS vary widely in subject and quality. &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Content_ManagerSearch Search]&amp;lt;/span&amp;gt; for &amp;quot;backdrop&amp;quot; in the DLS for access to an extensive number of offerings.&lt;br /&gt;
&lt;br /&gt;
A form of backdrop labeled a &amp;quot;&amp;lt;b&amp;gt;double rise&amp;lt;/b&amp;gt;&amp;quot; is created with the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool. A low hill or objects (for example trees or buildings) are used close by the tracks to obscure the land immediately beyond, which is made to slope downward, then rise up to create the illusion of far distant mountains or hills. The illusion is accomplished by using no objects or small objects to represent very distant trees on the far rise.  Painting and topography also contribute by using muted colors tending to more purple shades.  An example of this approach can be seen in the MSP route &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot;, where a distant snow-capped range is actually much closer to the tracks than would be possible in a narrow layout. The dip between the tracks and the far rise is obscured from view taking away from the viewer cues normally present to assess distance.      &lt;br /&gt;
&lt;br /&gt;
= Coloring (Painting) =&lt;br /&gt;
Coloring the landscape (&amp;quot;ground texturing&amp;quot;) is accomplished with the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Paint_Tools Paint Tool]&amp;lt;/span&amp;gt;&#039;&#039;&#039; &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt; tool. This tool opens a display of all the of the &amp;quot;paints&amp;quot; or tiles residing locally on your computer.  Each combines colors and textures (in 2D) providing hundreds of possible choices for painting the ground.  This tool is a paint brush with the ability, after selecting a tile, of enlarging the tile image (&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture scale &#039;Ctrl [/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;) and changing the tile orientation &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture direction &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;).  The diameter of the brush tool is set by the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Radius &#039;-/+&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dial. A &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get texture &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool turns on a pointer that, when clicked on a painted location on the map, loads the tile in the brush. The loaded tile is shown in the square directly above the &amp;quot;Radius&amp;quot; dial. If you locate a tile by typing a word/name in the box above the tile display columns, the square displaying the loaded tile does not work if you then select a tile using the selection tool, even though the selected tile is likely loaded into the brush. We say &amp;quot;likely&amp;quot; because a painted area can become a combination of several different tiles, with certain tiles dominating the selection tool to the exclusion of what is displayed.&lt;br /&gt;
&lt;br /&gt;
Once a selected tile is loaded, the image can be painted across the terrain. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. To the right of the cloud preview window and boxes to select ambient, sun, and water color is a vertical slider. Clicking on the green dot at the bottom of the time dial turns the slider on for midday.  Now adjust the slider to set a proper brightness; too bright, and your color tile selections will look washed out.&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
[[File:10-m-grid.jpg|300px|left|Baseboard with grid-size of 10-m]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
===Grid Size Effect===&lt;br /&gt;
One reason to not over utilize the 5-m grid size on a layout is the little difference selecting 5-m over 10-m makes for all but limited areas on a Route. Consider just two tiles; say ballast laid along a track cutting through grass.  On a 10-m grid, the ballast tends to flare out in triangles (depending upon the track angle relative to the underlying grid) or not appearing under the track at all in other places.  In the figure at left, the interaction of dry grass tiles and ballast tiles along the track in the distance shows triangles of ballast at 10-m grid setting. On a 5-m grid, this effect is much reduced, similar to that seen along the track in the foreground of the figure.  The ballast is more easily constrained to the vicinity of the track and the line between grass and ballast can be made closer to an expected line parallel with the rails. In essence, a 5-m grid does permit more precision in painting the ground color/texture where multiple colors/textures are interacting. This precision appears to be the only real advantage gained at the expense of an enhanced cost to performance, suggesting careful consideration of which baseboards might really benefit from having a 5-m grid setting. In fairness, the adverse rendering of adjacent tile interaction on a 10-m grid is less noticeable at low angles and can be ameliorated somewhat by using tiles having minimal contrast. &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Picking tile colors ==&lt;br /&gt;
The number of choices of coloring tiles is large, easily in the hundreds. Picking a suitable tile or combination of tiles is first a matter of deciding what sort of ground you wish to portray. The basic categories are going to be: vegetation, rock, bare soil, and water. Vegetation is likely to occupy the largest area of the map, except in very dry climates (e.g., deserts, dominated by bare soil) and rocky areas with thin soils. Water is discussed in more detail below under &amp;quot;Water Features&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Initially, decide on a suitable &amp;quot;theme&amp;quot; color best representative of the location and type of terrain you intend to emphasize (say, dry grassland) and paint broad areas with this theme color.  The purpose here is to unify your route&#039;s overall look. Of course, you might have more than one theme color if patches are typical or hills look different than valleys or plains. Understand that no single tile provides an entirely natural look if not augmented to some degree by other tiles.  These contrasting colors/textures might represent bare patches in the vegetation or subtle shadings or local changes in vegetation or soil type reflective of the real world.   &lt;br /&gt;
&lt;br /&gt;
=== Tile basics ===&lt;br /&gt;
Coloring the map surface is done by spreading small tiles over the map grid. We call these &amp;quot;tiles&amp;quot; because each is a usually six-sided pattern that is repeated &amp;lt;i&amp;gt;ad infinitum&amp;lt;/i&amp;gt; as it is laid down (painted). On the 10-m grid, the tool places a tile diagonally (NW to SE or NE to SW) only centered on the yellow grid intersections. You can control the area covered by the tool (&amp;lt;b&amp;gt;Radius &amp;quot;-/+&amp;quot;&amp;lt;/b&amp;gt;) and the pattern size (&amp;lt;b&amp;gt;Texture scale &amp;quot;Ctrl [/]&amp;quot;&amp;lt;/b&amp;gt;)&amp;amp;mdash;this is not the area covered, but an enlargement of the actual pattern. Available tiles range from plain color to complex patterns mimicking ground textures of all sorts. Many of these are very good and others, not so good. Because the painting involves laying tiles one after the other, &amp;lt;b&amp;gt;secondary patterns&amp;lt;/b&amp;gt; are almost inevitable. The better texture tiles tend to minimize this.  If a created tile is even a little darker in one part than elsewhere, a secondary pattern will appear. How troublesome these secondary patterns are depends upon the viewed distance. Viewed from the cab, close-in chase, or lineside cameras, secondary patterning is not usually a huge problem.&lt;br /&gt;
&lt;br /&gt;
Secondary patterns can be distracting but several options exist to minimize the problem. First, for broad (e.g., &amp;quot;theme&amp;quot;) area painting, select tiles that lack strong contrasts in color (appear highly textured) as these produce very noticeable secondary patterns. Here, selection for color is more important than texture; save highly textured tiles for areas close to the track. Use the Texture scale &#039;Ctrl [/]&#039; set high or at maximum to reduce the frequency of repeat of the pattern.  Regularly change the Texture direction &#039;[/]&#039; and Scale settings as the tile is painted over broad areas to break up the secondary pattern, although adjusting Texture scale Ctrl &#039;[/]&#039; too far downward may not be helpful. Another option might be to create a complex ground pattern mixing several different tiles and applying this to the broader areas using the Copy and paste tool. Finally, realize that covering the ground with a high density of objects (such as lots of trees) can effectively obscure the secondary pattern (of the forest floor). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Object and Spline Assets|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Water Features|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
= Water Features =&lt;br /&gt;
Of all the various landforms one can create, water features hold the greatest potential for enhancing scenery along a Route. And water is superbly rendered using the water tools found in Surveyor &#039;&#039;&#039;Topology - Get height&#039;&#039;&#039;.  Three tools are provided: &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Add water &#039;W&#039;, Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. An input box for setting water surface height is provided.  The &#039;&#039;Add water&#039;&#039; tool paints a surface in the same manner as coloring, described above.  However, the water surface has unique properties, the most significant being it is transparent and reflective. Improvements in rendering of these properties with each successive Trainz version has certainly been a major contribution to making a realistic CGI.&lt;br /&gt;
&lt;br /&gt;
Painting water establishes a level surface at the setting in the &#039;&#039;water surface height&#039;&#039; box. Expanding this surface always maintains the same height as long as you begin painting from the existing surface (no need to adjust the setting).  The  &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool adjust the entire connected surface all at once, but does not change any other water surfaces on the map not connected to the one being adjusted. Thus, you can create a series of lakes at different elevations so long as the water surfaces of each are not connected. Determine this independence by selecting &amp;lt;b&amp;gt;Wireframe View&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Display Menu&amp;lt;/b&amp;gt; (or pressing &amp;lt;b&amp;gt;F9&amp;lt;/b&amp;gt;). This displays the baseboard in white and the water surface(s) in grey, removing all the painted surfaces.  Use the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool to disconnect close-by water surfaces that you wish to set to different heights. Working upstream of a long river, you can progressively raise the surface of segments at points with rapids, waterfalls, or dams. Just be sure the water surface is broken at these points. An oddity built into the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool is that if you hold down the Shift-Key while raising or lowering the water surface, the surface becomes bendy, going up or down within a limited area, no longer representing a level surface. If you bend it too much, it snaps back to a level surface at some new height. There must be a use for this?&lt;br /&gt;
&lt;br /&gt;
=== Water Color ===&lt;br /&gt;
Because the water surface is transparent, the color of the water feature and/or the nature of the bottom can be established by coloring the underlaying board surface. Creating muddy water or an algae-colored pond then becomes a matter of selecting an underlying color producing the desired result. The intensity of these underwater paints is controlled NOT by the distance between the water surface and the baseboard (water depth), but by distance from a shore. Over a baseboard without coloring, water has a color based on settings as described in the next paragraph; the board grid shows through for a distance up to about 40 m (130 ft) from a shore.  Beyond that, the bottom fades away (no matter how colored) and water color darkens. This property is one of the great improvements made between TRS2012 and TRS2019 versions. Essentially, realistic deep water is built in and need not be rendered by painting the bottom with progressively darker color or physically lowering the surface (which never worked anyway).  Thus, the offshore bottom need not be any deeper than the nearshore shoaling.  Ocean depths are not rendered by grid depth or coloring; you can bother to color or not color deep water bottom.  See &amp;quot;ocean and large lakes&amp;quot; below to learn how to tweak the color of deep water on your route. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. Here you can set the color of your water features (one setting sets all).  Make sure the time dial is pointing straight down (noon) and click on the green dot below it.  Selecting any dot turns on the tools that establish the color ambiance of the Route at the time of day represented by the position of the green dot, but starting with noon is most influential for the daylight hours. The three boxes to the right of the cloud preview determine what the color dials will influence; the bottom box is &amp;lt;b&amp;gt;water color&amp;lt;/b&amp;gt;. Selecting that box and then tweaking the red, green, and blue color dials allows setting water color over a wide range.  The vertical slider to right sets the overall brightness of the scene (not just water).  A well illustrated description of setting water color is found at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Water_Colour Environment Tools - Water Colour]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Water Surface===&lt;br /&gt;
&lt;br /&gt;
In addition to transparency and reflectivity, the water surface in Trainz has a third unique property: that of water surface condition. Nine different &amp;quot;sea state&amp;quot; conditions are available under &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt;. Select &amp;lt;b&amp;gt;Environment&amp;lt;/b&amp;gt; (sun rising icon) and note &amp;lt;b&amp;gt;Water&amp;lt;/b&amp;gt; (2nd from bottom).  Click on the text window to produce a list of available options. If your water surface is showing behind the &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt; window, you will see instantly the effect of changing the water surface property from &amp;quot;glassy&amp;quot; through &amp;quot;rough&amp;quot;. The setting will apply to all the water surfaces created on your route, so you may have to compromise if you have both ocean and inland lake/pond water features. Click on &amp;quot;&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;&amp;quot; (top right)&amp;amp;mdash;your selection is saved and the window closed (see also &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Set_the_Water_Surface Environment Tools - Set Water Surface]&amp;lt;/span&amp;gt;).&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Two other choices (selected on the left) are &amp;lt;b&amp;gt;Environment -&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The water surface color is influenced by the sky. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rivers and Streams ===&lt;br /&gt;
Several options exist for rendering a river or stream on a route map. The most direct and perhaps easiest to create is a narrow, linear basin with a water surface. Painting the water surface confined by a topography of banks and detailed with appropriate bank and bottom coloring tiles produces a very satisfactory aquatic feature that can be lined with trees, shrubs, and/or grasses.  Important to remember in creating the course of the feature is to develop meanders and bends, minimizing long straight segments. &lt;br /&gt;
&lt;br /&gt;
In a landscape of topographic relief (mountainous), extending a linear feature with the level water surface may prove impractical, requiring that the water surface be broken up into unconnected segments that can rise step-like as the stream extends upslope.  A good example of how to &amp;quot;connect&amp;quot; these segments is provided in the MPS Route, &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot; where a wild river is depicted flowing from tributaries and lakes down to a coastal estuary. &lt;br /&gt;
&lt;br /&gt;
=== Ocean and large lakes ===&lt;br /&gt;
Sea coasts and large lakes are extensive water features extending out to a distant horizon.  Several baseboards out is sufficient, unless higher elevation views are anticipated (for example, a track laid well above the shore).  Because depth does not influence the appearance of the water body (see &amp;quot;water color&amp;quot; above), the ocean or lake baseboard  can be a level surface only a little below the water surface. Coloring the board is optional, except close to the shore where the map grid (&amp;quot;Grid (PBR)&amp;quot;) is visible.   If the &amp;quot;horizon&amp;quot;&amp;amp;mdash;the outermost baseboard&amp;amp;mdash;is kept to a line of baseboards oriented east-west or north-south, the appearance will be a natural one blending into the sky. However, if these horizon baseboards jog inward or outward, the sides of one or more baseboards (which are actually three dimensional blocks) will be seen (&amp;quot;World Edge&amp;quot; effect) from some points on the land. Pushing the horizon further out will reduce this obvious break in the horizon line to some degree, but not completely eliminate it. Placing a far shore (or another land) or an appropriate backdrop can solve this problem. &lt;br /&gt;
&lt;br /&gt;
It is possible to overcome the disappearance of bottom with distance from shore and, for example, create an offshore reef or shoal or just extensive shallow water with a unique bottom type or color.  Choose an area to create this and raise the bottom to just &amp;lt;u&amp;gt;above&amp;lt;/u&amp;gt; the water surface using the &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; tool set at low sensitivity. Then lower the area (&amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool) to just &amp;lt;u&amp;gt;below&amp;lt;/u&amp;gt; the water surface; the grid (or bottom color) will disappear. Now, click anywhere on the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool.  This has the effect of resetting the display relationship between the water surface and the bottom for the entire baseboard. The shoaled area, without any shore, will reappear and can be colored as sand or mud.  You can expand the shoal with the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool set at high sensitivity and wide radius. Although it may appear that nothing is happening as you do this, clicking the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool will reveal the change you are making. Switching to &amp;lt;b&amp;gt;Map View&amp;lt;/b&amp;gt; under the Camera Menu will show the bottom display as light blue for deep water (bottom not visible), light grey for visible but fading bottom, and dark grey (or some color if not &amp;quot;Grid (PBR)&amp;quot;) for shoal bottom.  Curiously, returning these areas to &amp;quot;deep water&amp;quot; will remove the shoal, but have no impact on the color scheme displayed in Map View (in Trainz Plus; could be adjusted in earlier Trainz builds).&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffb0 width=&amp;quot;750&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=25&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Y&amp;lt;/font&amp;gt;ou can spot in tiles with white (for example, &amp;quot;ALWater 2&amp;quot;) to mimic waves breaking along a shore. Other mostly white paints can mimic crashing waves or rough water. The paint &amp;quot;MineralWater3&amp;quot; produces an intense aquamarine with a pattern of waves.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Problems=&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;Get Height &#039;G&#039;&amp;lt;/b&amp;gt; setting of the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool is essentially non-functional; an elevation will sometimes be obtained (once only if Plateau &#039;P&#039; is set and &#039;G&#039; is typed), but the value is not  the current cursor point on the baseboard but the previous value selected. The &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; setting presently serves to obtain the elevation of a point on the baseboard in TRS2019. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!-- BEGIN bugs table --&amp;gt;&lt;br /&gt;
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&amp;lt;td&amp;gt;[[file:Bug.png|link=]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=100%&amp;gt;&lt;br /&gt;
Using the shortcut key, cap &#039;S&#039;, will crash the program in versions of &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt; earlier than Build 114800. Problem is fixed by updating to TRS2019 SP4.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/table&amp;gt; &lt;br /&gt;
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&amp;lt;td&amp;gt;[[file:Bug.png|link=]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=100%&amp;gt;&lt;br /&gt;
The &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; tool discussed above to set ambient brightness and water color lacks a &amp;quot;save&amp;quot; button. To complete your actions and presumably &amp;quot;save&amp;quot; your settings, you can only close the window. However, this action alone will &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; save your settings. Before closing surveyor you must make some other change to the map board, then save the session.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt; &lt;br /&gt;
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&amp;lt;/table&amp;gt;		&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffff&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[file:TrainzWiki.png|link=]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help/Topology_Tab&amp;diff=30620</id>
		<title>Help/Topology Tab</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help/Topology_Tab&amp;diff=30620"/>
		<updated>2021-11-03T17:33:47Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Correcting Plateau (P) tool function&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;lt;b&amp;gt;Topology Menu&amp;lt;/b&amp;gt; provides access to the tools for creating various&lt;br /&gt;
types of terrain. On this Wiki Page you will learn how to make&lt;br /&gt;
hills, valleys, mountains, lakes and rivers. Once you become skilled in the use of these tools, you may want to check out &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery How To: Make Better Scenery]&amp;lt;/span&amp;gt; to enhance the look of the scenery on your Route.&lt;br /&gt;
&lt;br /&gt;
NOTE: In &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt;, this Topology Tab is also used for accessing the new [[Help:Using_Effect_Layers|&amp;quot;Effect Layers&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
Click on the Topology Tab (or&lt;br /&gt;
press the F1 key) to open the&lt;br /&gt;
Topology Menu. Here you&lt;br /&gt;
will see a number of different&lt;br /&gt;
tools that can be used to shape&lt;br /&gt;
the terrain. Hold your mouse&lt;br /&gt;
cursor over each one to see a&lt;br /&gt;
short description as well as the&lt;br /&gt;
appropriate Hotkey to press. To&lt;br /&gt;
see the whole menu as in the&lt;br /&gt;
diagram above, click on the&lt;br /&gt;
“Advanced” button to expand&lt;br /&gt;
the menu.&lt;br /&gt;
[[File:Topology.jpeg|400px|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
= Topology Tools =&lt;br /&gt;
&lt;br /&gt;
== [[File:Height up.jpg]]  Height up (U) ==&lt;br /&gt;
&lt;br /&gt;
Click on the Height Up icon to select the&lt;br /&gt;
Height Up tool, and notice that your mouse cursor changes&lt;br /&gt;
to a circle. This circle is the “area of influence” for your cursor&lt;br /&gt;
when using the land shaping tools.&lt;br /&gt;
Click once near the center of your baseboard. The terrain is stretched upwards, if you hold the mouse button it will continue to rise. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Height down.jpg]] Height down (D) ==&lt;br /&gt;
Move to a flat area then make an indentation by clicking where you want&lt;br /&gt;
to lower the terrain. The size of the cursor circle determines the amount&lt;br /&gt;
of land that is lowered and the sensitivity determines how&lt;br /&gt;
quickly it lowers.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Height adjust.jpg]] Adjust height (A) ==&lt;br /&gt;
Adjust Height allows finer control of the up&lt;br /&gt;
and down movement. Click and hold then&lt;br /&gt;
push your mouse away from you to raise the&lt;br /&gt;
terrain. Click and hold then pull the mouse&lt;br /&gt;
towards you to lower the terrain.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Radius.jpg]] Radius ==&lt;br /&gt;
Click on the Radius Tool and move mouse to either side to change the circle of influence. Move right to increase sensitivity (&amp;quot;+&amp;quot; on keyboard, not keypad), move left to decrease sensitivity (&amp;quot;-&amp;quot;). &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Sensitivity.jpg]] Sensitivity ==&lt;br /&gt;
Click on the Sensitivity Tool and move the mouse to either side to change the amount of height changed each time the circle of influence is affected: Move right to increase sensitivity (&amp;quot;+&amp;quot; on keyboard, not keypad), move left to decrease sensitivity (&amp;quot;-&amp;quot;). &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Height get.jpg]] Get height (G) ==&lt;br /&gt;
Select Get Height (G), then Click on the side of&lt;br /&gt;
a hill. Notice that the number in the Height Value&lt;br /&gt;
field changes. You have captured the height of the&lt;br /&gt;
spot you clicked on. NOTE: In &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt;, the elevation of a point on the baseboard is obtained only by selecting the &amp;lt;B&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool and clicking on a point, the elevation of which then appears in the Height Value window to the left. Get height &#039;G&#039; does not return a value for the baseboard elevation (not functional).&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Height use.jpg]] Use height (H) ==&lt;br /&gt;
Click on Use Height (H) Then Click to apply the&lt;br /&gt;
selected Height Value to the terrain. The Use Height&lt;br /&gt;
tool creates a plateau at your selected height and&lt;br /&gt;
the radius of your cursor circle determines the&lt;br /&gt;
amount of land that is leveled at one time.&lt;br /&gt;
Click and hold then move your mouse around the terrain to&lt;br /&gt;
plateau a broader section.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Plateu.jpg]] Plateau (P) ==&lt;br /&gt;
&#039;&amp;lt;b&amp;gt;Plateau (P)&amp;lt;/b&amp;gt;&#039; levels the topography at the current height of the&lt;br /&gt;
cursor, the elevation of which displays in  the height value window to the left. Click on the side of a hill to create&lt;br /&gt;
a flat area at the selected level, raising (downslope) and lowering (upslope) the terrain.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Height value field.jpg]] Height value field ==&lt;br /&gt;
As an alternative to Get Height to select a Height Value, you&lt;br /&gt;
can also enter specific height in the Height Value field. You&lt;br /&gt;
can enter positive or negative values. Negative values allow&lt;br /&gt;
you to depress the terrain.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Water add.jpg]] Add water (W) ==&lt;br /&gt;
Click on Add Water (W)&lt;br /&gt;
and paint the water texture along the&lt;br /&gt;
desired area by moving&lt;br /&gt;
your mouse around. The radius of the&lt;br /&gt;
cursor circle determines the texture panel size. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Water remove.jpg]] Remove water (Q) ==&lt;br /&gt;
Click on Remove Water (Q) and you then delete&lt;br /&gt;
the water texture one panel at a time by Clicking&lt;br /&gt;
on each water panel.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Water adjust height.jpg]] Adjust water height (E) ==&lt;br /&gt;
Select the Adjust Water Height&lt;br /&gt;
tool and Click and hold (on the water texture) then drag&lt;br /&gt;
your mouse forward and back, adjusting the water texture&lt;br /&gt;
height until it is the appropriate&lt;br /&gt;
height.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Ground add.jpg]] Add ground (X) ==&lt;br /&gt;
Select the Add Ground&lt;br /&gt;
(X) tool. Click in the void just off the edge of&lt;br /&gt;
the baseboard to add another baseboard in that direction.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Ground remove.jpg]] Delete ground ==&lt;br /&gt;
Click on the Delete Section button. Then Click&lt;br /&gt;
on any baseboard section to delete it.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Advanced =&lt;br /&gt;
The Advanced features menu can be opened and closed by&lt;br /&gt;
using Shift-F1 or clicking on the Advanced Tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Displacement map.jpg]] Displacement map ==&lt;br /&gt;
A displacement map is a grayscale image&lt;br /&gt;
used to create an instant height map.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Direction.jpg]] Direction ==&lt;br /&gt;
Move the direction dial in the directon you wish the grayscale map to be put down on the baseboard.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Threshold.jpg]] Threshold ==&lt;br /&gt;
Move the Threshold dial to increase the size of the height change set on the displacement map.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Area select.jpg]] Select area (B) ==&lt;br /&gt;
Click on Select Area (B). Click and drag the&lt;br /&gt;
mouse to make a large square as shown below.&lt;br /&gt;
The size of the square (or rectangle)&lt;br /&gt;
determines the area that will be affected by the next&lt;br /&gt;
operation.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Area fill.jpg]] Fill area (F) ==&lt;br /&gt;
Scroll through the Displacement Maps, then click on Fill Area (F). The&lt;br /&gt;
terrain is instantly transformed into the shape determined by&lt;br /&gt;
the grayscale images of the displacement map chosen.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Area cancel.jpg]] Cancel selection (D) ==&lt;br /&gt;
Click on Cancel Selection (D) to cancel the&lt;br /&gt;
selection.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Area grab.jpg]] Get displacement (B) ==&lt;br /&gt;
Click on Select Area (B). Click on the baseboard&lt;br /&gt;
and drag the mouse to make a large square that&lt;br /&gt;
covers an existing area of modified terrain. Now&lt;br /&gt;
click the “Get Displacement” button and you’ll notice that a&lt;br /&gt;
displacement map has been derived from the shape of the&lt;br /&gt;
terrain. This can now be used to apply the same terrain effect&lt;br /&gt;
in another area.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30619</id>
		<title>How to Make Good Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30619"/>
		<updated>2021-11-03T17:21:49Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Clarify use/non-use of the Get Height setting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz aficionados are a diverse group with varied interests in one or more of the multiple aspects of this game.  Developing the scenery that surrounds the tracks is one such aspect, but one that only a few have really mastered.  This How-To page will introduce those interested in improving the look of their route to techniques they can learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For every route builder, the first consideration is achieving a scenery consistent with the landscape they are mimicking.  Choice of objects, particularly vegetation (types of trees, for example.), is perhaps primary but topography&amp;amp;mdash;creating the terrain of hills, mountains, gullies, etc.&amp;amp;mdash;is of equal importance and should be the starting point for a new route or expansion of an existing route.  Another rule requiring consideration is the &amp;quot;decrease detail with distance&amp;quot; rule. The computer will attempt to render everything you have added within a scene (up to the &amp;quot;Draw Distance setting), a scene that is constantly moving with the train being operated. Great detail may be called for close to the track, but not at distances far from the track; details should decrease with distance on the premise that no one is really going to notice them, no matter how much fun they might be to create, and rendering them places a cost on performance.&lt;br /&gt;
&lt;br /&gt;
= Layout =&lt;br /&gt;
&lt;br /&gt;
The first thing to understand about layout of a Route is the &amp;lt;b&amp;gt;ground type&amp;lt;/b&amp;gt;. From TS2009 onward, Trainz releases have included two ground types:&lt;br /&gt;
* &#039;&#039;&#039;classic, 10-m grid&#039;&#039;&#039; - the original Trainz ground type and the default;&lt;br /&gt;
* &#039;&#039;&#039;classic, 5-m grid&#039;&#039;&#039; - ground type using the classic texturing technique, but storing four times the number of sample points.&lt;br /&gt;
The 5-m grid is great for fine detail close to the track but, as always, with an increase in detail comes a potential impact on performance. A mix of 10- and 5-m grids can be utilized: the 5-m grid used near the track where high detail is desirable, the 10-m grid in all other places. Implementing grid type is discussed elsewhere (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Ground_Types Ground Types]&amp;lt;/span&amp;gt;&#039;&#039;) but realize that the grid type is set independently for each [[baseboard]] and not some portion of a baseboard.  Only the &amp;lt;b&amp;gt;Paint&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tools are impacted by the grid size setting. &lt;br /&gt;
&lt;br /&gt;
With respect to the layout of a Route or Map, Trainz users tend to follow one of two models: the &#039;&#039;&#039;Linear&#039;&#039;&#039; model or the &#039;&#039;&#039;Area&#039;&#039;&#039; model.  Placement of [[baseboard]]s end to end allows the Linear model to develop long track runs with minimal effort. An excellent example is &amp;quot;Belarusian woodland&amp;quot; by Oleg Khim.  The Area model (a large map of many baseboard squares) takes more effort but can better render distant scenery.  Excellent examples of this style are &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; by jango and &amp;quot;Bodmin &amp;amp; Wenford Railway TRS2019&amp;quot; by marky7890. The two layouts styles are sometimes combined: area style layouts used for places of cities, dense industries, and complex train yards connected by long runs of linear style layouts. An example approaching this mixed style is &amp;quot;Coal Country&amp;quot; by Scratchy and &amp;quot;Rodnye Prostory - SND&amp;quot; by TrainzLagutin 1995.  Note that layout choice is independent of prototypical vs. imaginary route design. However, scenery choices will be influenced by the model you choose to employ.&lt;br /&gt;
&lt;br /&gt;
With the Linear model, the edge of the baseboard is always a short distance away from the track, dictating specific scenery choices to obscure this fact from the view of the train. The Area model is especially suitable to creating  mountainous country, such as depicted in &amp;quot;TRS19 Canadian Rocky Mountains - Viktor Lake to Ross Peak &amp;amp; Glacier&amp;quot; by RoysTrainz. Mountains that rise high above the track elevation require space to gain that elevation without displaying unreal slopes  and &amp;quot;TRS2019 Canadian Rocky Mountains Ottertail to Castle Jct&amp;quot; by RoysTrainz shows just how big a map is needed to provide massive mountain peaks. The Area model can also be used to compress a lot of track in a small baseboard set by separating track areas with tall features (hills or backdrops). This layout &amp;quot;folds&amp;quot; a Linear track into an Area layout following techniques used by model railroad builders/designers. &lt;br /&gt;
&lt;br /&gt;
===Edge of World ===&lt;br /&gt;
No matter the size of the layout developed, the reality is your world map will have an edge.  If a square or rectangular configuration of baseboards is maintained with expansion, this edge will simply appear as the end of the world so long as your viewpoint remains on the map. However, with the &amp;lt;b&amp;gt;Linear&amp;lt;/b&amp;gt; style especially, maintaining a rectangular or square map is not possible for routes of any size. On flat terrain, the view from close to the tracks can show the sides of baseboards at the margins in what has been dubbed the &amp;quot;world edge effect&amp;quot;. Fortunately, this problem can be reduced or avoided in a number of different ways. Here, we list the following aids to hide the &amp;quot;world edge&amp;quot;:&lt;br /&gt;
* behind scenery objects;&lt;br /&gt;
* behind backdrops or a &amp;quot;double rise&amp;quot; (topography);&lt;br /&gt;
* behind higher elevation topography (hills or mountains);&lt;br /&gt;
* by extending water (ocean or large lake) to the &amp;quot;horizon&amp;quot;.&lt;br /&gt;
Each is discussed below under the appropriate subject. &lt;br /&gt;
&lt;br /&gt;
= Hills and Valleys =&lt;br /&gt;
&lt;br /&gt;
Enhancing topography changes a flat baseboard into one with hills and valleys, opening up opportunities for road and railroad cuts, viaducts and bridges, and, of course, tunnels.  Varied topography establishes glimpses of the wider world as a train moves down the track.  Of course, a generally flat terrain is realistic for many parts of the world and certainly not a &#039;bad&#039; thing. Topography on a Route is developed using the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology tool]&#039;&#039;&#039;&amp;lt;/span&amp;gt; in Surveyor mode (correct term would be &amp;quot;topography&amp;quot;).  The top row in this tool menu has settings for &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;A&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.  These settings determine what the topography tool will do when applied to the surface of the map and a selection must be made before the tool will work. However, before applying, set the radius and sensitivity of the tool with the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Cursor radius &#039;+/-&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sensitivity &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dials, respectively.  The next row has additional settings, the most useful of which is on the right: the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting.  The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get height &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool setting appears to do nothing in TRS2019. However, the elevation of a point on the baseboard can be obtained using the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; setting instead. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Use height &#039;H&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting  sets the topography tool to draw the ground at the height setting entered (or obtained with the Plateau &#039;P&#039; tool) in the Height Value window to the left (see &amp;quot;Problems&amp;quot; below). &lt;br /&gt;
&lt;br /&gt;
The process of creating a varied terrain starts by raising (and perhaps lowering) the ground surface using moderate radius and sensitivity settings (or higher settings to create mountainous topography). Practice using different settings for radius and sensitivity to develop skill in using this tool.  Once the basic terrain has been established, the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting can be an excellent smoothing tool, even on sloped ground.  Set the sensitivity high and the radius on however large an area is to be smoothed (best results are achieved using a high radius setting).  The Plateau setting uses the elevation at the tool center; moving it quickly over a limited area and regularly resetting the center point will change a rough surface into a smooth slope. Moving the tool along a contour works best.  Again, practice  is necessary to acquire this skill.  Assuming your tracks are already in place, this setting (with radius set at small) allows you to bring slopes in close for realistic cuts or fills near the line. &lt;br /&gt;
&lt;br /&gt;
All land is the result of the forces of erosion and gravity acting upon some earlier (geologically earlier) uplift. You can raise up the land, but fine tuning is then applied for a more realistic look and this entails removing portions of the uplift. Steeper slopes (cliffs) represent more resistant material: that is, rock; but mass-wasting (localized landslides) can create a cliff in more easily eroded material.  Indeed, concave slopes present a picture of substantial, on-going erosion whereas convex slopes are more often seen in late-stage eroded landscapes (hills and gentle valleys). However, these are generalizations and slope form is highly varied in most regions. The tool settings of &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; are used to shape the land, usually at small to medium radius and medium sensitivity settings.  Height up &#039;U&#039; produces a convex surface and Height down &#039;D&#039; produces a concave surface where applied to a slope.&lt;br /&gt;
&lt;br /&gt;
Very fine adjustments around tracks, roads, or buildings require putting radius and sensitivity at their lowest settings and clicking as needed to adjust the land height in relation to the object. Two things need be understood in applying this action, foremost of which is the fact that only clicking directly on a grid vertex point will cause the ground to rise or fall.  If hidden by ground texture, you may need to move around a bit to find the &amp;quot;sweet spot&amp;quot;.  Secondly, raising or lowering the ground may also raise or lower the object, requiring later height adjustment.  However, for spline objects, if the height as been set (the white spinning circle changed to a yellow spinning circle) adjustment of the ground surface will not effect the spline vertex.&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffb0 width=&amp;quot;750&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=25&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;A&amp;lt;/font&amp;gt;djusting the ground height around a spline vertex can be frustrating if you have not first &amp;quot;fixed&amp;quot; the vertex height.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
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&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
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&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Layout|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Object and Spline Assets|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Object and Spline Assets =&lt;br /&gt;
Two types of assets exist in Trainz: &amp;lt;b&amp;gt;objects&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;splines&amp;lt;/b&amp;gt;.  In surveyor mode, scenery objects are added and manipulated using the Objects Menu reached by clicking on the &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt; tab. Tracks and objects directly related to tracks are dealt with separately under the &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; tab. For explanations on the various tools and settings provided see pages describing the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Objects_Tab Objects Tab]&amp;lt;/span&amp;gt; and &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Track_Tools Tracks Tab]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Spline Shadows===&lt;br /&gt;
Implementation of shadows cast by objects was one of the great steps forward made by Trainz to render a realistic GUI.  Certain objects, notably spline objects with a low profile (such as roads and tracks) should not, of course, cast a shadow. To avoid this problem, the spline must be set down tight against the ground; any gap between the spline and the ground will appear as a dark line (a shadow).  Spline objects conform to variations in slope as the spline is laid, but fixing the spline points (this changes the vertex from a white to a yellow rotating circle) with the &amp;lt;b&amp;gt;Adjust spline height &#039;H&amp;quot;&amp;lt;/b&amp;gt; setting in &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;Spline height &#039;H&#039; &amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;&#039;Spline mode &#039;S&#039;&amp;lt;/b&amp;gt; for &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt;) removes ground conforming between the points.  Small rises now bury the spline and small dips produce a shadow. On a perfectly level board, these particular problems do not occur, although many spline objects will still cast a shadow if not height adjust. The solution is to bring the spline segments back into close conformance with the ground. Two possible approaches &amp;amp;mdash;adjust the spline height or adjust the ground height&amp;amp;mdash;may both need to be utilized wherever on a Route the shadowing is clearly observable.&lt;br /&gt;
&lt;br /&gt;
A first step is to use the &amp;lt;b&amp;gt;&#039;Smooth spline &#039;S&#039;&amp;lt;/b&amp;gt; tool found in the &amp;lt;b&amp;gt;Advanced&amp;lt;/b&amp;gt; section of the Spline Mode menu (same tool is &amp;lt;b&amp;gt;Smooth spline height &#039;S&#039;&amp;lt;/b&amp;gt; in the advanced tools for &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt;). This tool corrects the terrain topography under the spline segment (section between two vertices) clicked on.  The spline is smoothed and the ground brought into conformance with the spline.  But this conformance may or may not eliminate a shadow, depending on the particular asset, as many are created to lie slightly above the ground. The next step is to apply the &amp;lt;b&amp;gt;&#039;Spline height &#039;H&#039;&amp;lt;/b&amp;gt; tool under Advanced )&amp;lt;b&amp;gt;Adjust spline height &#039;H&#039;&amp;lt;/b&amp;gt; for track splines), lowering the vertices while holding down the CTRL key (allows very fine adjustments).  Using the Smooth spline height tool may not be desirable in some situations, as it has an impact over topography some distance from the spline (may level the ground too far out from the road or track). In this case, the ground will need to be raised up to the spline to eliminate the shadow. The tool used is &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Topolgy&amp;lt;/b&amp;gt; menu, putting both Radius and Sensitivity on the absolute lowest settings. The &amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool may need to be employed to make adjustments.  Realize, both tools only operate if clicked on a grid vertex, having no effect if clicked away from a vertex. The tools raise or lower a vertex and the ground &amp;quot;follows&amp;quot; as a surface determined by the surrounding vertices.&lt;br /&gt;
&lt;br /&gt;
Achieving &amp;quot;no shadow&amp;quot; may be impossible in some small parts of a segment due to bending of the spline. Moving the spline point closer to a grid vertex may help. Using spline assets with &amp;quot;skirts&amp;quot; (for example, ballast in track splines) certainly makes the process easier as these have greater height latitude. Simply hiding conspicuous shadows with a grass asset or placing an object like a car on the shadow are other options.&lt;br /&gt;
&lt;br /&gt;
===Backdrops===&lt;br /&gt;
&#039;&#039;&#039;Backdrops&#039;&#039;&#039; are used to create the illusion of distant terrain, enabling builders to set up landscaped horizons such as mountains and cityscapes quicker and with less impact to the frame-rate. To achieve this, a backdrop has a much greater draw distance than other scenery assets so that it is visible from far away (5 km or ~5000 yds). Backdrops are valuable with layouts based on the &amp;lt;b&amp;gt;Linear Model&amp;lt;/b&amp;gt;, particularly where there is minimal topography (steppes and plains), obviating the need to add map squares to create a sense of distance beyond the tracks.  Even in &amp;lt;b&amp;gt;Area Model&amp;lt;/b&amp;gt; layouts backdrops can be used to great advantage, as is aptly demonstrated  by Jango in &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; in which distant villages are skillfully rendered by short backdrops.&lt;br /&gt;
&lt;br /&gt;
Backdrops are provided as either object assets or spline assets. Because these assets are relatively easy to create and typically designed for specific purposes to match the developer&#039;s route, backdrops available on the DLS vary widely in subject and quality. &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Content_ManagerSearch Search]&amp;lt;/span&amp;gt; for &amp;quot;backdrop&amp;quot; in the DLS for access to an extensive number of offerings.&lt;br /&gt;
&lt;br /&gt;
A form of backdrop labeled a &amp;quot;&amp;lt;b&amp;gt;double rise&amp;lt;/b&amp;gt;&amp;quot; is created with the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool. A low hill or objects (for example trees or buildings) are used close by the tracks to obscure the land immediately beyond, which is made to slope downward, then rise up to create the illusion of far distant mountains or hills. The illusion is accomplished by using no objects or small objects to represent very distant trees on the far rise.  Painting and topography also contribute by using muted colors tending to more purple shades.  An example of this approach can be seen in the MSP route &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot;, where a distant snow-capped range is actually much closer to the tracks than would be possible in a narrow layout. The dip between the tracks and the far rise is obscured from view taking away from the viewer cues normally present to assess distance.      &lt;br /&gt;
&lt;br /&gt;
= Coloring (Painting) =&lt;br /&gt;
Coloring the landscape (&amp;quot;ground texturing&amp;quot;) is accomplished with the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Paint_Tools Paint Tool]&amp;lt;/span&amp;gt;&#039;&#039;&#039; &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt; tool. This tool opens a display of all the of the &amp;quot;paints&amp;quot; or tiles residing locally on your computer.  Each combines colors and textures (in 2D) providing hundreds of possible choices for painting the ground.  This tool is a paint brush with the ability, after selecting a tile, of enlarging the tile image (&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture scale &#039;Ctrl [/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;) and changing the tile orientation &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture direction &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;).  The diameter of the brush tool is set by the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Radius &#039;-/+&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dial. A &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get texture &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool turns on a pointer that, when clicked on a painted location on the map, loads the tile in the brush. The loaded tile is shown in the square directly above the &amp;quot;Radius&amp;quot; dial. If you locate a tile by typing a word/name in the box above the tile display columns, the square displaying the loaded tile does not work if you then select a tile using the selection tool, even though the selected tile is likely loaded into the brush. We say &amp;quot;likely&amp;quot; because a painted area can become a combination of several different tiles, with certain tiles dominating the selection tool to the exclusion of what is displayed.&lt;br /&gt;
&lt;br /&gt;
Once a selected tile is loaded, the image can be painted across the terrain. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. To the right of the cloud preview window and boxes to select ambient, sun, and water color is a vertical slider. Clicking on the green dot at the bottom of the time dial turns the slider on for midday.  Now adjust the slider to set a proper brightness; too bright, and your color tile selections will look washed out.&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
[[File:10-m-grid.jpg|300px|left|Baseboard with grid-size of 10-m]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
===Grid Size Effect===&lt;br /&gt;
One reason to not over utilize the 5-m grid size on a layout is the little difference selecting 5-m over 10-m makes for all but limited areas on a Route. Consider just two tiles; say ballast laid along a track cutting through grass.  On a 10-m grid, the ballast tends to flare out in triangles (depending upon the track angle relative to the underlying grid) or not appearing under the track at all in other places.  In the figure at left, the interaction of dry grass tiles and ballast tiles along the track in the distance shows triangles of ballast at 10-m grid setting. On a 5-m grid, this effect is much reduced, similar to that seen along the track in the foreground of the figure.  The ballast is more easily constrained to the vicinity of the track and the line between grass and ballast can be made closer to an expected line parallel with the rails. In essence, a 5-m grid does permit more precision in painting the ground color/texture where multiple colors/textures are interacting. This precision appears to be the only real advantage gained at the expense of an enhanced cost to performance, suggesting careful consideration of which baseboards might really benefit from having a 5-m grid setting. In fairness, the adverse rendering of adjacent tile interaction on a 10-m grid is less noticeable at low angles and can be ameliorated somewhat by using tiles having minimal contrast. &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Picking tile colors ==&lt;br /&gt;
The number of choices of coloring tiles is large, easily in the hundreds. Picking a suitable tile or combination of tiles is first a matter of deciding what sort of ground you wish to portray. The basic categories are going to be: vegetation, rock, bare soil, and water. Vegetation is likely to occupy the largest area of the map, except in very dry climates (e.g., deserts, dominated by bare soil) and rocky areas with thin soils. Water is discussed in more detail below under &amp;quot;Water Features&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Initially, decide on a suitable &amp;quot;theme&amp;quot; color best representative of the location and type of terrain you intend to emphasize (say, dry grassland) and paint broad areas with this theme color.  The purpose here is to unify your route&#039;s overall look. Of course, you might have more than one theme color if patches are typical or hills look different than valleys or plains. Understand that no single tile provides an entirely natural look if not augmented to some degree by other tiles.  These contrasting colors/textures might represent bare patches in the vegetation or subtle shadings or local changes in vegetation or soil type reflective of the real world.   &lt;br /&gt;
&lt;br /&gt;
=== Tile basics ===&lt;br /&gt;
Coloring the map surface is done by spreading small tiles over the map grid. We call these &amp;quot;tiles&amp;quot; because each is a usually six-sided pattern that is repeated &amp;lt;i&amp;gt;ad infinitum&amp;lt;/i&amp;gt; as it is laid down (painted). On the 10-m grid, the tool places a tile diagonally (NW to SE or NE to SW) only centered on the yellow grid intersections. You can control the area covered by the tool (&amp;lt;b&amp;gt;Radius &amp;quot;-/+&amp;quot;&amp;lt;/b&amp;gt;) and the pattern size (&amp;lt;b&amp;gt;Texture scale &amp;quot;Ctrl [/]&amp;quot;&amp;lt;/b&amp;gt;)&amp;amp;mdash;this is not the area covered, but an enlargement of the actual pattern. Available tiles range from plain color to complex patterns mimicking ground textures of all sorts. Many of these are very good and others, not so good. Because the painting involves laying tiles one after the other, &amp;lt;b&amp;gt;secondary patterns&amp;lt;/b&amp;gt; are almost inevitable. The better texture tiles tend to minimize this.  If a created tile is even a little darker in one part than elsewhere, a secondary pattern will appear. How troublesome these secondary patterns are depends upon the viewed distance. Viewed from the cab, close-in chase, or lineside cameras, secondary patterning is not usually a huge problem.&lt;br /&gt;
&lt;br /&gt;
Secondary patterns can be distracting but several options exist to minimize the problem. First, for broad (e.g., &amp;quot;theme&amp;quot;) area painting, select tiles that lack strong contrasts in color (appear highly textured) as these produce very noticeable secondary patterns. Here, selection for color is more important than texture; save highly textured tiles for areas close to the track. Use the Texture scale &#039;Ctrl [/]&#039; set high or at maximum to reduce the frequency of repeat of the pattern.  Regularly change the Texture direction &#039;[/]&#039; and Scale settings as the tile is painted over broad areas to break up the secondary pattern, although adjusting Texture scale Ctrl &#039;[/]&#039; too far downward may not be helpful. Another option might be to create a complex ground pattern mixing several different tiles and applying this to the broader areas using the Copy and paste tool. Finally, realize that covering the ground with a high density of objects (such as lots of trees) can effectively obscure the secondary pattern (of the forest floor). &lt;br /&gt;
&lt;br /&gt;
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&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Object and Spline Assets|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Water Features|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
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= Water Features =&lt;br /&gt;
Of all the various landforms one can create, water features hold the greatest potential for enhancing scenery along a Route. And water is superbly rendered using the water tools found in Surveyor &#039;&#039;&#039;Topology - Get height&#039;&#039;&#039;.  Three tools are provided: &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Add water &#039;W&#039;, Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. An input box for setting water surface height is provided.  The &#039;&#039;Add water&#039;&#039; tool paints a surface in the same manner as coloring, described above.  However, the water surface has unique properties, the most significant being it is transparent and reflective. Improvements in rendering of these properties with each successive Trainz version has certainly been a major contribution to making a realistic CGI.&lt;br /&gt;
&lt;br /&gt;
Painting water establishes a level surface at the setting in the &#039;&#039;water surface height&#039;&#039; box. Expanding this surface always maintains the same height as long as you begin painting from the existing surface (no need to adjust the setting).  The  &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool adjust the entire connected surface all at once, but does not change any other water surfaces on the map not connected to the one being adjusted. Thus, you can create a series of lakes at different elevations so long as the water surfaces of each are not connected. Determine this independence by selecting &amp;lt;b&amp;gt;Wireframe View&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Display Menu&amp;lt;/b&amp;gt; (or pressing &amp;lt;b&amp;gt;F9&amp;lt;/b&amp;gt;). This displays the baseboard in white and the water surface(s) in grey, removing all the painted surfaces.  Use the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool to disconnect close-by water surfaces that you wish to set to different heights. Working upstream of a long river, you can progressively raise the surface of segments at points with rapids, waterfalls, or dams. Just be sure the water surface is broken at these points. An oddity built into the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool is that if you hold down the Shift-Key while raising or lowering the water surface, the surface becomes bendy, going up or down within a limited area, no longer representing a level surface. If you bend it too much, it snaps back to a level surface at some new height. There must be a use for this?&lt;br /&gt;
&lt;br /&gt;
=== Water Color ===&lt;br /&gt;
Because the water surface is transparent, the color of the water feature and/or the nature of the bottom can be established by coloring the underlaying board surface. Creating muddy water or an algae-colored pond then becomes a matter of selecting an underlying color producing the desired result. The intensity of these underwater paints is controlled NOT by the distance between the water surface and the baseboard (water depth), but by distance from a shore. Over a baseboard without coloring, water has a color based on settings as described in the next paragraph; the board grid shows through for a distance up to about 40 m (130 ft) from a shore.  Beyond that, the bottom fades away (no matter how colored) and water color darkens. This property is one of the great improvements made between TRS2012 and TRS2019 versions. Essentially, realistic deep water is built in and need not be rendered by painting the bottom with progressively darker color or physically lowering the surface (which never worked anyway).  Thus, the offshore bottom need not be any deeper than the nearshore shoaling.  Ocean depths are not rendered by grid depth or coloring; you can bother to color or not color deep water bottom.  See &amp;quot;ocean and large lakes&amp;quot; below to learn how to tweak the color of deep water on your route. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. Here you can set the color of your water features (one setting sets all).  Make sure the time dial is pointing straight down (noon) and click on the green dot below it.  Selecting any dot turns on the tools that establish the color ambiance of the Route at the time of day represented by the position of the green dot, but starting with noon is most influential for the daylight hours. The three boxes to the right of the cloud preview determine what the color dials will influence; the bottom box is &amp;lt;b&amp;gt;water color&amp;lt;/b&amp;gt;. Selecting that box and then tweaking the red, green, and blue color dials allows setting water color over a wide range.  The vertical slider to right sets the overall brightness of the scene (not just water).  A well illustrated description of setting water color is found at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Water_Colour Environment Tools - Water Colour]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Water Surface===&lt;br /&gt;
&lt;br /&gt;
In addition to transparency and reflectivity, the water surface in Trainz has a third unique property: that of water surface condition. Nine different &amp;quot;sea state&amp;quot; conditions are available under &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt;. Select &amp;lt;b&amp;gt;Environment&amp;lt;/b&amp;gt; (sun rising icon) and note &amp;lt;b&amp;gt;Water&amp;lt;/b&amp;gt; (2nd from bottom).  Click on the text window to produce a list of available options. If your water surface is showing behind the &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt; window, you will see instantly the effect of changing the water surface property from &amp;quot;glassy&amp;quot; through &amp;quot;rough&amp;quot;. The setting will apply to all the water surfaces created on your route, so you may have to compromise if you have both ocean and inland lake/pond water features. Click on &amp;quot;&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;&amp;quot; (top right)&amp;amp;mdash;your selection is saved and the window closed (see also &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Set_the_Water_Surface Environment Tools - Set Water Surface]&amp;lt;/span&amp;gt;).&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Two other choices (selected on the left) are &amp;lt;b&amp;gt;Environment -&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The water surface color is influenced by the sky. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rivers and Streams ===&lt;br /&gt;
Several options exist for rendering a river or stream on a route map. The most direct and perhaps easiest to create is a narrow, linear basin with a water surface. Painting the water surface confined by a topography of banks and detailed with appropriate bank and bottom coloring tiles produces a very satisfactory aquatic feature that can be lined with trees, shrubs, and/or grasses.  Important to remember in creating the course of the feature is to develop meanders and bends, minimizing long straight segments. &lt;br /&gt;
&lt;br /&gt;
In a landscape of topographic relief (mountainous), extending a linear feature with the level water surface may prove impractical, requiring that the water surface be broken up into unconnected segments that can rise step-like as the stream extends upslope.  A good example of how to &amp;quot;connect&amp;quot; these segments is provided in the MPS Route, &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot; where a wild river is depicted flowing from tributaries and lakes down to a coastal estuary. &lt;br /&gt;
&lt;br /&gt;
=== Ocean and large lakes ===&lt;br /&gt;
Sea coasts and large lakes are extensive water features extending out to a distant horizon.  Several baseboards out is sufficient, unless higher elevation views are anticipated (for example, a track laid well above the shore).  Because depth does not influence the appearance of the water body (see &amp;quot;water color&amp;quot; above), the ocean or lake baseboard  can be a level surface only a little below the water surface. Coloring the board is optional, except close to the shore where the map grid (&amp;quot;Grid (PBR)&amp;quot;) is visible.   If the &amp;quot;horizon&amp;quot;&amp;amp;mdash;the outermost baseboard&amp;amp;mdash;is kept to a line of baseboards oriented east-west or north-south, the appearance will be a natural one blending into the sky. However, if these horizon baseboards jog inward or outward, the sides of one or more baseboards (which are actually three dimensional blocks) will be seen (&amp;quot;World Edge&amp;quot; effect) from some points on the land. Pushing the horizon further out will reduce this obvious break in the horizon line to some degree, but not completely eliminate it. Placing a far shore (or another land) or an appropriate backdrop can solve this problem. &lt;br /&gt;
&lt;br /&gt;
It is possible to overcome the disappearance of bottom with distance from shore and, for example, create an offshore reef or shoal or just extensive shallow water with a unique bottom type or color.  Choose an area to create this and raise the bottom to just &amp;lt;u&amp;gt;above&amp;lt;/u&amp;gt; the water surface using the &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; tool set at low sensitivity. Then lower the area (&amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool) to just &amp;lt;u&amp;gt;below&amp;lt;/u&amp;gt; the water surface; the grid (or bottom color) will disappear. Now, click anywhere on the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool.  This has the effect of resetting the display relationship between the water surface and the bottom for the entire baseboard. The shoaled area, without any shore, will reappear and can be colored as sand or mud.  You can expand the shoal with the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool set at high sensitivity and wide radius. Although it may appear that nothing is happening as you do this, clicking the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool will reveal the change you are making. Switching to &amp;lt;b&amp;gt;Map View&amp;lt;/b&amp;gt; under the Camera Menu will show the bottom display as light blue for deep water (bottom not visible), light grey for visible but fading bottom, and dark grey (or some color if not &amp;quot;Grid (PBR)&amp;quot;) for shoal bottom.  Curiously, returning these areas to &amp;quot;deep water&amp;quot; will remove the shoal, but have no impact on the color scheme displayed in Map View (in Trainz Plus; could be adjusted in earlier Trainz builds).&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffb0 width=&amp;quot;750&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=25&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Y&amp;lt;/font&amp;gt;ou can spot in tiles with white (for example, &amp;quot;ALWater 2&amp;quot;) to mimic waves breaking along a shore. Other mostly white paints can mimic crashing waves or rough water. The paint &amp;quot;MineralWater3&amp;quot; produces an intense aquamarine with a pattern of waves.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Problems=&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;Get Height &#039;G&#039;&amp;lt;/b&amp;gt; setting of the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool is essentially non-functional; an elevation will sometimes be obtained (once only if Plateau &#039;P&#039; is set and &#039;G&#039; is typed), but the value is not  the current cursor point on the baseboard but the previous value selected. The &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; setting presently serves to obtain the elevation of a point on the baseboard in TRS2019. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!-- BEGIN bugs table --&amp;gt;&lt;br /&gt;
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&amp;lt;td&amp;gt;[[file:Bug.png|link=]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=100%&amp;gt;&lt;br /&gt;
Using the shortcut key, cap &#039;S&#039;, will crash the program in versions of &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt; earlier than Build 114800. Problem is fixed by updating to TRS2019 SP4.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt; &lt;br /&gt;
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&amp;lt;td width=100%&amp;gt;&lt;br /&gt;
The &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; tool discussed above to set ambient brightness and water color lacks a &amp;quot;save&amp;quot; button. To complete your actions and presumably &amp;quot;save&amp;quot; your settings, you can only close the window. However, this action alone will &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; save your settings. Before closing surveyor you must make some other change to the map board, then save the session.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt; &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/table&amp;gt;		&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffff&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[file:TrainzWiki.png|link=]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help/Topology_Tab&amp;diff=30618</id>
		<title>Help/Topology Tab</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help/Topology_Tab&amp;diff=30618"/>
		<updated>2021-11-03T16:59:43Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Clarifications of Sensitivity and Radius tools ; clarify Get Height tool&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;lt;b&amp;gt;Topology Menu&amp;lt;/b&amp;gt; provides access to the tools for creating various&lt;br /&gt;
types of terrain. On this Wiki Page you will learn how to make&lt;br /&gt;
hills, valleys, mountains, lakes and rivers. Once you become skilled in the use of these tools, you may want to check out &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery How To: Make Better Scenery]&amp;lt;/span&amp;gt; to enhance the look of the scenery on your Route.&lt;br /&gt;
&lt;br /&gt;
NOTE: In &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt;, this Topology Tab is also used for accessing the new [[Help:Using_Effect_Layers|&amp;quot;Effect Layers&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
Click on the Topology Tab (or&lt;br /&gt;
press the F1 key) to open the&lt;br /&gt;
Topology Menu. Here you&lt;br /&gt;
will see a number of different&lt;br /&gt;
tools that can be used to shape&lt;br /&gt;
the terrain. Hold your mouse&lt;br /&gt;
cursor over each one to see a&lt;br /&gt;
short description as well as the&lt;br /&gt;
appropriate Hotkey to press. To&lt;br /&gt;
see the whole menu as in the&lt;br /&gt;
diagram above, click on the&lt;br /&gt;
“Advanced” button to expand&lt;br /&gt;
the menu.&lt;br /&gt;
[[File:Topology.jpeg|400px|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
= Topology Tools =&lt;br /&gt;
&lt;br /&gt;
== [[File:Height up.jpg]]  Height up (U) ==&lt;br /&gt;
&lt;br /&gt;
Click on the Height Up icon to select the&lt;br /&gt;
Height Up tool, and notice that your mouse cursor changes&lt;br /&gt;
to a circle. This circle is the “area of influence” for your cursor&lt;br /&gt;
when using the land shaping tools.&lt;br /&gt;
Click once near the center of your baseboard. The terrain is stretched upwards, if you hold the mouse button it will continue to rise. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Height down.jpg]] Height down (D) ==&lt;br /&gt;
Move to a flat area then make an indentation by clicking where you want&lt;br /&gt;
to lower the terrain. The size of the cursor circle determines the amount&lt;br /&gt;
of land that is lowered and the sensitivity determines how&lt;br /&gt;
quickly it lowers.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Height adjust.jpg]] Adjust height (A) ==&lt;br /&gt;
Adjust Height allows finer control of the up&lt;br /&gt;
and down movement. Click and hold then&lt;br /&gt;
push your mouse away from you to raise the&lt;br /&gt;
terrain. Click and hold then pull the mouse&lt;br /&gt;
towards you to lower the terrain.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Radius.jpg]] Radius ==&lt;br /&gt;
Click on the Radius Tool and move mouse to either side to change the circle of influence. Move right to increase sensitivity (&amp;quot;+&amp;quot; on keyboard, not keypad), move left to decrease sensitivity (&amp;quot;-&amp;quot;). &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Sensitivity.jpg]] Sensitivity ==&lt;br /&gt;
Click on the Sensitivity Tool and move the mouse to either side to change the amount of height changed each time the circle of influence is affected: Move right to increase sensitivity (&amp;quot;+&amp;quot; on keyboard, not keypad), move left to decrease sensitivity (&amp;quot;-&amp;quot;). &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Height get.jpg]] Get height (G) ==&lt;br /&gt;
Select Get Height (G), then Click on the side of&lt;br /&gt;
a hill. Notice that the number in the Height Value&lt;br /&gt;
field changes. You have captured the height of the&lt;br /&gt;
spot you clicked on. NOTE: In &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt;, the elevation of a point on the baseboard is obtained only by selecting the &amp;lt;B&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool and clicking on a point, the elevation of which then appears in the Height Value window to the left. Get height &#039;G&#039; does not return a value for the baseboard elevation (not functional).&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Height use.jpg]] Use height (H) ==&lt;br /&gt;
Click on Use Height (H) Then Click to apply the&lt;br /&gt;
selected Height Value to the terrain. The Use Height&lt;br /&gt;
tool creates a plateau at your selected height and&lt;br /&gt;
the radius of your cursor circle determines the&lt;br /&gt;
amount of land that is leveled at one time.&lt;br /&gt;
Click and hold then move your mouse around the terrain to&lt;br /&gt;
plateau a broader section.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Plateu.jpg]] Plateu (P) ==&lt;br /&gt;
Plateau (P) creates a plateau at the current height of the&lt;br /&gt;
compass. Click on the side of a hill to create&lt;br /&gt;
a plateau at that level by raising or lowering the&lt;br /&gt;
terrain.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Height value field.jpg]] Height value field ==&lt;br /&gt;
As an alternative to Get Height to select a Height Value, you&lt;br /&gt;
can also enter specific height in the Height Value field. You&lt;br /&gt;
can enter positive or negative values. Negative values allow&lt;br /&gt;
you to depress the terrain.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Water add.jpg]] Add water (W) ==&lt;br /&gt;
Click on Add Water (W)&lt;br /&gt;
and paint the water texture along the&lt;br /&gt;
desired area by moving&lt;br /&gt;
your mouse around. The radius of the&lt;br /&gt;
cursor circle determines the texture panel size. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Water remove.jpg]] Remove water (Q) ==&lt;br /&gt;
Click on Remove Water (Q) and you then delete&lt;br /&gt;
the water texture one panel at a time by Clicking&lt;br /&gt;
on each water panel.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Water adjust height.jpg]] Adjust water height (E) ==&lt;br /&gt;
Select the Adjust Water Height&lt;br /&gt;
tool and Click and hold (on the water texture) then drag&lt;br /&gt;
your mouse forward and back, adjusting the water texture&lt;br /&gt;
height until it is the appropriate&lt;br /&gt;
height.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Ground add.jpg]] Add ground (X) ==&lt;br /&gt;
Select the Add Ground&lt;br /&gt;
(X) tool. Click in the void just off the edge of&lt;br /&gt;
the baseboard to add another baseboard in that direction.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Ground remove.jpg]] Delete ground ==&lt;br /&gt;
Click on the Delete Section button. Then Click&lt;br /&gt;
on any baseboard section to delete it.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Advanced =&lt;br /&gt;
The Advanced features menu can be opened and closed by&lt;br /&gt;
using Shift-F1 or clicking on the Advanced Tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Displacement map.jpg]] Displacement map ==&lt;br /&gt;
A displacement map is a grayscale image&lt;br /&gt;
used to create an instant height map.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Direction.jpg]] Direction ==&lt;br /&gt;
Move the direction dial in the directon you wish the grayscale map to be put down on the baseboard.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Threshold.jpg]] Threshold ==&lt;br /&gt;
Move the Threshold dial to increase the size of the height change set on the displacement map.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Area select.jpg]] Select area (B) ==&lt;br /&gt;
Click on Select Area (B). Click and drag the&lt;br /&gt;
mouse to make a large square as shown below.&lt;br /&gt;
The size of the square (or rectangle)&lt;br /&gt;
determines the area that will be affected by the next&lt;br /&gt;
operation.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Area fill.jpg]] Fill area (F) ==&lt;br /&gt;
Scroll through the Displacement Maps, then click on Fill Area (F). The&lt;br /&gt;
terrain is instantly transformed into the shape determined by&lt;br /&gt;
the grayscale images of the displacement map chosen.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Area cancel.jpg]] Cancel selection (D) ==&lt;br /&gt;
Click on Cancel Selection (D) to cancel the&lt;br /&gt;
selection.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Area grab.jpg]] Get displacement (B) ==&lt;br /&gt;
Click on Select Area (B). Click on the baseboard&lt;br /&gt;
and drag the mouse to make a large square that&lt;br /&gt;
covers an existing area of modified terrain. Now&lt;br /&gt;
click the “Get Displacement” button and you’ll notice that a&lt;br /&gt;
displacement map has been derived from the shape of the&lt;br /&gt;
terrain. This can now be used to apply the same terrain effect&lt;br /&gt;
in another area.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Baseboard&amp;diff=30617</id>
		<title>Baseboard</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Baseboard&amp;diff=30617"/>
		<updated>2021-11-03T16:23:01Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Rearrange text; add clicking on a vertex&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;baseboard&#039;&#039;&#039; is the &amp;quot;table&amp;quot; upon which you build your Route. Expanding the &#039;&#039;&#039;Route&#039;&#039;&#039; or &#039;&#039;&#039;Map&#039;&#039;&#039; entails adding additional, adjacent baseboards (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology Tool]&amp;lt;/span&amp;gt;&#039;&#039;).  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Real Scale&amp;quot; dimension of one baseboard is 720 m (2,360 ft) or 0.72 km (0.447 mi) on a side.  Thus, in your Trainz world, a baseboard presents just shy of 52 hectares or 138 acres of level land.&lt;br /&gt;
The undeveloped baseboard is marked by grid lines that run north/south and east/west.  Two grids are present: a yellow lines grid marking off 10 m by 10 m squares and a dark gray lines grid offset from the 10-m grid, dividing each 10-m grid square into four 5 m by 5 m squares. A single baseboard comprises 5,184 10-m grid squares with the center of each square the intersection of the dark grey lines marked by four small white dots. The default grid is the 10-m grid, but you can change this to utilize the 5-m grid, impacting primarily on painting ground textures and possibly performance (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Ground_Types Ground Types]&amp;lt;/span&amp;gt;&#039;&#039;). &lt;br /&gt;
 &lt;br /&gt;
For the most part, the grid needs not concern you in building your Route.  However, several surveyor tools (adjust height and paint, for examples) only interact with the baseboard at the vertices of the grid. Thus, for example, clicking at a random place on the grid with one of the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology Tool]&amp;lt;/span&amp;gt;&#039;&#039;, adjust height tools at the smallest Cursor radius setting will only change the height if clicked on a grid vertex. Increasing the Cursor radius a small amount, so one or more vertices are encompassed, will result in the tool performing as expected.&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30611</id>
		<title>How to Make Good Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30611"/>
		<updated>2021-11-03T05:02:59Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Expand on choosing color tiles; minimizing secondary patterning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz aficionados are a diverse group with varied interests in one or more of the multiple aspects of this game.  Developing the scenery that surrounds the tracks is one such aspect, but one that only a few have really mastered.  This How-To page will introduce those interested in improving the look of their route to techniques they can learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For every route builder, the first consideration is achieving a scenery consistent with the landscape they are mimicking.  Choice of objects, particularly vegetation (types of trees, for example.), is perhaps primary but topography&amp;amp;mdash;creating the terrain of hills, mountains, gullies, etc.&amp;amp;mdash;is of equal importance and should be the starting point for a new route or expansion of an existing route.  Another rule requiring consideration is the &amp;quot;decrease detail with distance&amp;quot; rule. The computer will attempt to render everything you have added within a scene (up to the &amp;quot;Draw Distance setting), a scene that is constantly moving with the train being operated. Great detail may be called for close to the track, but not at distances far from the track; details should decrease with distance on the premise that no one is really going to notice them, no matter how much fun they might be to create, and rendering them places a cost on performance.&lt;br /&gt;
&lt;br /&gt;
= Layout =&lt;br /&gt;
&lt;br /&gt;
The first thing to understand about layout of a Route is the &amp;lt;b&amp;gt;ground type&amp;lt;/b&amp;gt;. From TS2009 onward, Trainz releases have included two ground types:&lt;br /&gt;
* &#039;&#039;&#039;classic, 10-m grid&#039;&#039;&#039; - the original Trainz ground type and the default;&lt;br /&gt;
* &#039;&#039;&#039;classic, 5-m grid&#039;&#039;&#039; - ground type using the classic texturing technique, but storing four times the number of sample points.&lt;br /&gt;
The 5-m grid is great for fine detail close to the track but, as always, with an increase in detail comes a potential impact on performance. A mix of 10- and 5-m grids can be utilized: the 5-m grid used near the track where high detail is desirable, the 10-m grid in all other places. Implementing grid type is discussed elsewhere (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Ground_Types Ground Types]&amp;lt;/span&amp;gt;&#039;&#039;) but realize that the grid type is set independently for each [[baseboard]] and not some portion of a baseboard.  Only the &amp;lt;b&amp;gt;Paint&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tools are impacted by the grid size setting. &lt;br /&gt;
&lt;br /&gt;
With respect to the layout of a Route or Map, Trainz users tend to follow one of two models: the &#039;&#039;&#039;Linear&#039;&#039;&#039; model or the &#039;&#039;&#039;Area&#039;&#039;&#039; model.  Placement of [[baseboard]]s end to end allows the Linear model to develop long track runs with minimal effort. An excellent example is &amp;quot;Belarusian woodland&amp;quot; by Oleg Khim.  The Area model (a large map of many baseboard squares) takes more effort but can better render distant scenery.  Excellent examples of this style are &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; by jango and &amp;quot;Bodmin &amp;amp; Wenford Railway TRS2019&amp;quot; by marky7890. The two layouts styles are sometimes combined: area style layouts used for places of cities, dense industries, and complex train yards connected by long runs of linear style layouts. An example approaching this mixed style is &amp;quot;Coal Country&amp;quot; by Scratchy and &amp;quot;Rodnye Prostory - SND&amp;quot; by TrainzLagutin 1995.  Note that layout choice is independent of prototypical vs. imaginary route design. However, scenery choices will be influenced by the model you choose to employ.&lt;br /&gt;
&lt;br /&gt;
With the Linear model, the edge of the baseboard is always a short distance away from the track, dictating specific scenery choices to obscure this fact from the view of the train. The Area model is especially suitable to creating  mountainous country, such as depicted in &amp;quot;TRS19 Canadian Rocky Mountains - Viktor Lake to Ross Peak &amp;amp; Glacier&amp;quot; by RoysTrainz. Mountains that rise high above the track elevation require space to gain that elevation without displaying unreal slopes  and &amp;quot;TRS2019 Canadian Rocky Mountains Ottertail to Castle Jct&amp;quot; by RoysTrainz shows just how big a map is needed to provide massive mountain peaks. The Area model can also be used to compress a lot of track in a small baseboard set by separating track areas with tall features (hills or backdrops). This layout &amp;quot;folds&amp;quot; a Linear track into an Area layout following techniques used by model railroad builders/designers. &lt;br /&gt;
&lt;br /&gt;
===Edge of World ===&lt;br /&gt;
No matter the size of the layout developed, the reality is your world map will have an edge.  If a square or rectangular configuration of baseboards is maintained with expansion, this edge will simply appear as the end of the world so long as your viewpoint remains on the map. However, with the &amp;lt;b&amp;gt;Linear&amp;lt;/b&amp;gt; style especially, maintaining a rectangular or square map is not possible for routes of any size. On flat terrain, the view from close to the tracks can show the sides of baseboards at the margins in what has been dubbed the &amp;quot;world edge effect&amp;quot;. Fortunately, this problem can be reduced or avoided in a number of different ways. Here, we list the following aids to hide the &amp;quot;world edge&amp;quot;:&lt;br /&gt;
* behind scenery objects;&lt;br /&gt;
* behind backdrops or a &amp;quot;double rise&amp;quot; (topography);&lt;br /&gt;
* behind higher elevation topography (hills or mountains);&lt;br /&gt;
* by extending water (ocean or large lake) to the &amp;quot;horizon&amp;quot;.&lt;br /&gt;
Each is discussed below under the appropriate subject. &lt;br /&gt;
&lt;br /&gt;
= Hills and Valleys =&lt;br /&gt;
&lt;br /&gt;
Enhancing topography changes a flat baseboard into one with hills and valleys, opening up opportunities for road and railroad cuts, viaducts and bridges, and, of course, tunnels.  Varied topography establishes glimpses of the wider world as a train moves down the track.  Of course, a generally flat terrain is realistic for many parts of the world and certainly not a &#039;bad&#039; thing. Topography on a Route is developed using the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology tool]&#039;&#039;&#039;&amp;lt;/span&amp;gt; in Surveyor mode (correct term would be &amp;quot;topography&amp;quot;).  The top row in this tool menu has settings for &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;A&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.  These settings determine what the topography tool will do when applied to the surface of the map and a selection must be made before the tool will work. However, before applying, set the radius and sensitivity of the tool with the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Cursor radius &#039;+/-&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sensitivity &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dials, respectively.  The next row has additional settings, the most useful of which is on the right: the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting.  The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get height &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting appears to do nothing in Trainz2019. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Use height &#039;H&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting  sets the topography tool to draw the ground at the height setting entered in the box to the left. &lt;br /&gt;
&lt;br /&gt;
The process of creating a varied terrain starts by raising (and perhaps lowering) the ground surface using moderate radius and sensitivity settings (or higher settings to create mountainous topography). Practice using different settings for radius and sensitivity to develop skill in using this tool.  Once the basic terrain has been established, the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting can be an excellent smoothing tool, even on sloped ground.  Set the sensitivity high and the radius on however large an area is to be smoothed (best results are achieved using a high radius setting).  The Plateau setting uses the elevation at the tool center; moving it quickly over a limited area and regularly resetting the center point will change a rough surface into a smooth slope. Moving the tool along a contour works best.  Again, practice  is necessary to acquire this skill.  Assuming your tracks are already in place, this setting (with radius set at small) allows you to bring slopes in close for realistic cuts or fills near the line. &lt;br /&gt;
&lt;br /&gt;
All land is the result of the forces of erosion and gravity acting upon some earlier (geologically earlier) uplift. You can raise up the land, but fine tuning is then applied for a more realistic look and this entails removing portions of the uplift. Steeper slopes (cliffs) represent more resistant material: that is, rock; but mass-wasting (localized landslides) can create a cliff in more easily eroded material.  Indeed, concave slopes present a picture of substantial, on-going erosion whereas convex slopes are more often seen in late-stage eroded landscapes (hills and gentle valleys). However, these are generalizations and slope form is highly varied in most regions. The tool settings of &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; are used to shape the land, usually at small to medium radius and medium sensitivity settings.  Height up &#039;U&#039; produces a convex surface and Height down &#039;D&#039; produces a concave surface where applied to a slope.&lt;br /&gt;
&lt;br /&gt;
Very fine adjustments around tracks, roads, or buildings require putting radius and sensitivity at their lowest settings and clicking as needed to adjust the land height in relation to the object. Two things need be understood in applying this action, foremost of which is the fact that only clicking directly on a grid vertex point will cause the ground to rise or fall.  If hidden by ground texture, you may need to move around a bit to find the &amp;quot;sweet spot&amp;quot;.  Secondly, raising or lowering the ground may also raise or lower the object, requiring later height adjustment.  However, for spline objects, if the height as been set (the white spinning circle changed to a yellow spinning circle) adjustment of the ground surface will not effect the spline vertex.&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffb0 width=&amp;quot;750&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=25&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;A&amp;lt;/font&amp;gt;djusting the ground height around a spline vertex can be frustrating if you have not first &amp;quot;fixed&amp;quot; the vertex height.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Layout|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Object and Spline Assets|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Object and Spline Assets =&lt;br /&gt;
Two types of assets exist in Trainz: &amp;lt;b&amp;gt;objects&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;splines&amp;lt;/b&amp;gt;.  In surveyor mode, scenery objects are added and manipulated using the Objects Menu reached by clicking on the &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt; tab. Tracks and objects directly related to tracks are dealt with separately under the &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; tab. For explanations on the various tools and settings provided see pages describing the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Objects_Tab Objects Tab]&amp;lt;/span&amp;gt; and &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Track_Tools Tracks Tab]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Spline Shadows===&lt;br /&gt;
Implementation of shadows cast by objects was one of the great steps forward made by Trainz to render a realistic GUI.  Certain objects, notably spline objects with a low profile (such as roads and tracks) should not, of course, cast a shadow. To avoid this problem, the spline must be set down tight against the ground; any gap between the spline and the ground will appear as a dark line (a shadow).  Spline objects conform to variations in slope as the spline is laid, but fixing the spline points (this changes the vertex from a white to a yellow rotating circle) with the &amp;lt;b&amp;gt;Adjust spline height &#039;H&amp;quot;&amp;lt;/b&amp;gt; setting in &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;Spline height &#039;H&#039; &amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;&#039;Spline mode &#039;S&#039;&amp;lt;/b&amp;gt; for &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt;) removes ground conforming between the points.  Small rises now bury the spline and small dips produce a shadow. On a perfectly level board, these particular problems do not occur, although many spline objects will still cast a shadow if not height adjust. The solution is to bring the spline segments back into close conformance with the ground. Two possible approaches &amp;amp;mdash;adjust the spline height or adjust the ground height&amp;amp;mdash;may both need to be utilized wherever on a Route the shadowing is clearly observable.&lt;br /&gt;
&lt;br /&gt;
A first step is to use the &amp;lt;b&amp;gt;&#039;Smooth spline &#039;S&#039;&amp;lt;/b&amp;gt; tool found in the &amp;lt;b&amp;gt;Advanced&amp;lt;/b&amp;gt; section of the Spline Mode menu (same tool is &amp;lt;b&amp;gt;Smooth spline height &#039;S&#039;&amp;lt;/b&amp;gt; in the advanced tools for &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt;). This tool corrects the terrain topography under the spline segment (section between two vertices) clicked on.  The spline is smoothed and the ground brought into conformance with the spline.  But this conformance may or may not eliminate a shadow, depending on the particular asset, as many are created to lie slightly above the ground. The next step is to apply the &amp;lt;b&amp;gt;&#039;Spline height &#039;H&#039;&amp;lt;/b&amp;gt; tool under Advanced )&amp;lt;b&amp;gt;Adjust spline height &#039;H&#039;&amp;lt;/b&amp;gt; for track splines), lowering the vertices while holding down the CTRL key (allows very fine adjustments).  Using the Smooth spline height tool may not be desirable in some situations, as it has an impact over topography some distance from the spline (may level the ground too far out from the road or track). In this case, the ground will need to be raised up to the spline to eliminate the shadow. The tool used is &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Topolgy&amp;lt;/b&amp;gt; menu, putting both Radius and Sensitivity on the absolute lowest settings. The &amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool may need to be employed to make adjustments.  Realize, both tools only operate if clicked on a grid vertex, having no effect if clicked away from a vertex. The tools raise or lower a vertex and the ground &amp;quot;follows&amp;quot; as a surface determined by the surrounding vertices.&lt;br /&gt;
&lt;br /&gt;
Achieving &amp;quot;no shadow&amp;quot; may be impossible in some small parts of a segment due to bending of the spline. Moving the spline point closer to a grid vertex may help. Using spline assets with &amp;quot;skirts&amp;quot; (for example, ballast in track splines) certainly makes the process easier as these have greater height latitude. Simply hiding conspicuous shadows with a grass asset or placing an object like a car on the shadow are other options.&lt;br /&gt;
&lt;br /&gt;
===Backdrops===&lt;br /&gt;
&#039;&#039;&#039;Backdrops&#039;&#039;&#039; are used to create the illusion of distant terrain, enabling builders to set up landscaped horizons such as mountains and cityscapes quicker and with less impact to the frame-rate. To achieve this, a backdrop has a much greater draw distance than other scenery assets so that it is visible from far away (5 km or ~5000 yds). Backdrops are valuable with layouts based on the &amp;lt;b&amp;gt;Linear Model&amp;lt;/b&amp;gt;, particularly where there is minimal topography (steppes and plains), obviating the need to add map squares to create a sense of distance beyond the tracks.  Even in &amp;lt;b&amp;gt;Area Model&amp;lt;/b&amp;gt; layouts backdrops can be used to great advantage, as is aptly demonstrated  by Jango in &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; in which distant villages are skillfully rendered by short backdrops.&lt;br /&gt;
&lt;br /&gt;
Backdrops are provided as either object assets or spline assets. Because these assets are relatively easy to create and typically designed for specific purposes to match the developer&#039;s route, backdrops available on the DLS vary widely in subject and quality. &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Content_ManagerSearch Search]&amp;lt;/span&amp;gt; for &amp;quot;backdrop&amp;quot; in the DLS for access to an extensive number of offerings.&lt;br /&gt;
&lt;br /&gt;
A form of backdrop labeled a &amp;quot;&amp;lt;b&amp;gt;double rise&amp;lt;/b&amp;gt;&amp;quot; is created with the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool. A low hill or objects (for example trees or buildings) are used close by the tracks to obscure the land immediately beyond, which is made to slope downward, then rise up to create the illusion of far distant mountains or hills. The illusion is accomplished by using no objects or small objects to represent very distant trees on the far rise.  Painting and topography also contribute by using muted colors tending to more purple shades.  An example of this approach can be seen in the MSP route &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot;, where a distant snow-capped range is actually much closer to the tracks than would be possible in a narrow layout. The dip between the tracks and the far rise is obscured from view taking away from the viewer cues normally present to assess distance.      &lt;br /&gt;
&lt;br /&gt;
= Coloring (Painting) =&lt;br /&gt;
Coloring the landscape (&amp;quot;ground texturing&amp;quot;) is accomplished with the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Paint_Tools Paint Tool]&amp;lt;/span&amp;gt;&#039;&#039;&#039; &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt; tool. This tool opens a display of all the of the &amp;quot;paints&amp;quot; or tiles residing locally on your computer.  Each combines colors and textures (in 2D) providing hundreds of possible choices for painting the ground.  This tool is a paint brush with the ability, after selecting a tile, of enlarging the tile image (&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture scale &#039;Ctrl [/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;) and changing the tile orientation &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture direction &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;).  The diameter of the brush tool is set by the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Radius &#039;-/+&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dial. A &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get texture &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool turns on a pointer that, when clicked on a painted location on the map, loads the tile in the brush. The loaded tile is shown in the square directly above the &amp;quot;Radius&amp;quot; dial. If you locate a tile by typing a word/name in the box above the tile display columns, the square displaying the loaded tile does not work if you then select a tile using the selection tool, even though the selected tile is likely loaded into the brush. We say &amp;quot;likely&amp;quot; because a painted area can become a combination of several different tiles, with certain tiles dominating the selection tool to the exclusion of what is displayed.&lt;br /&gt;
&lt;br /&gt;
Once a selected tile is loaded, the image can be painted across the terrain. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. To the right of the cloud preview window and boxes to select ambient, sun, and water color is a vertical slider. Clicking on the green dot at the bottom of the time dial turns the slider on for midday.  Now adjust the slider to set a proper brightness; too bright, and your color tile selections will look washed out.&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
[[File:10-m-grid.jpg|300px|left|Baseboard with grid-size of 10-m]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
===Grid Size Effect===&lt;br /&gt;
One reason to not over utilize the 5-m grid size on a layout is the little difference selecting 5-m over 10-m makes for all but limited areas on a Route. Consider just two tiles; say ballast laid along a track cutting through grass.  On a 10-m grid, the ballast tends to flare out in triangles (depending upon the track angle relative to the underlying grid) or not appearing under the track at all in other places.  In the figure at left, the interaction of dry grass tiles and ballast tiles along the track in the distance shows triangles of ballast at 10-m grid setting. On a 5-m grid, this effect is much reduced, similar to that seen along the track in the foreground of the figure.  The ballast is more easily constrained to the vicinity of the track and the line between grass and ballast can be made closer to an expected line parallel with the rails. In essence, a 5-m grid does permit more precision in painting the ground color/texture where multiple colors/textures are interacting. This precision appears to be the only real advantage gained at the expense of an enhanced cost to performance, suggesting careful consideration of which baseboards might really benefit from having a 5-m grid setting. In fairness, the adverse rendering of adjacent tile interaction on a 10-m grid is less noticeable at low angles and can be ameliorated somewhat by using tiles having minimal contrast. &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Picking tile colors ==&lt;br /&gt;
The number of choices of coloring tiles is large, easily in the hundreds. Picking a suitable tile or combination of tiles is first a matter of deciding what sort of ground you wish to portray. The basic categories are going to be: vegetation, rock, bare soil, and water. Vegetation is likely to occupy the largest area of the map, except in very dry climates (e.g., deserts, dominated by bare soil) and rocky areas with thin soils. Water is discussed in more detail below under &amp;quot;Water Features&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Initially, decide on a suitable &amp;quot;theme&amp;quot; color best representative of the location and type of terrain you intend to emphasize (say, dry grassland) and paint broad areas with this theme color.  The purpose here is to unify your route&#039;s overall look. Of course, you might have more than one theme color if patches are typical or hills look different than valleys or plains. Understand that no single tile provides an entirely natural look if not augmented to some degree by other tiles.  These contrasting colors/textures might represent bare patches in the vegetation or subtle shadings or local changes in vegetation or soil type reflective of the real world.   &lt;br /&gt;
&lt;br /&gt;
=== Tile basics ===&lt;br /&gt;
Coloring the map surface is done by spreading small tiles over the map grid. We call these &amp;quot;tiles&amp;quot; because each is a usually six-sided pattern that is repeated &amp;lt;i&amp;gt;ad infinitum&amp;lt;/i&amp;gt; as it is laid down (painted). On the 10-m grid, the tool places a tile diagonally (NW to SE or NE to SW) only centered on the yellow grid intersections. You can control the area covered by the tool (&amp;lt;b&amp;gt;Radius &amp;quot;-/+&amp;quot;&amp;lt;/b&amp;gt;) and the pattern size (&amp;lt;b&amp;gt;Texture scale &amp;quot;Ctrl [/]&amp;quot;&amp;lt;/b&amp;gt;)&amp;amp;mdash;this is not the area covered, but an enlargement of the actual pattern. Available tiles range from plain color to complex patterns mimicking ground textures of all sorts. Many of these are very good and others, not so good. Because the painting involves laying tiles one after the other, &amp;lt;b&amp;gt;secondary patterns&amp;lt;/b&amp;gt; are almost inevitable. The better texture tiles tend to minimize this.  If a created tile is even a little darker in one part than elsewhere, a secondary pattern will appear. How troublesome these secondary patterns are depends upon the viewed distance. Viewed from the cab, close-in chase, or lineside cameras, secondary patterning is not usually a huge problem.&lt;br /&gt;
&lt;br /&gt;
Secondary patterns can be distracting but several options exist to minimize the problem. First, for broad (e.g., &amp;quot;theme&amp;quot;) area painting, select tiles that lack strong contrasts in color (appear highly textured) as these produce very noticeable secondary patterns. Here, selection for color is more important than texture; save highly textured tiles for areas close to the track. Use the Texture scale &#039;Ctrl [/]&#039; set high or at maximum to reduce the frequency of repeat of the pattern.  Regularly change the Texture direction &#039;[/]&#039; and Scale settings as the tile is painted over broad areas to break up the secondary pattern, although adjusting Texture scale Ctrl &#039;[/]&#039; too far downward may not be helpful. Another option might be to create a complex ground pattern mixing several different tiles and applying this to the broader areas using the Copy and paste tool. Finally, realize that covering the ground with a high density of objects (such as lots of trees) can effectively obscure the secondary pattern (of the forest floor). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
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&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Water Features|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
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= Water Features =&lt;br /&gt;
Of all the various landforms one can create, water features hold the greatest potential for enhancing scenery along a Route. And water is superbly rendered using the water tools found in Surveyor &#039;&#039;&#039;Topology - Get height&#039;&#039;&#039;.  Three tools are provided: &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Add water &#039;W&#039;, Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. An input box for setting water surface height is provided.  The &#039;&#039;Add water&#039;&#039; tool paints a surface in the same manner as coloring, described above.  However, the water surface has unique properties, the most significant being it is transparent and reflective. Improvements in rendering of these properties with each successive Trainz version has certainly been a major contribution to making a realistic CGI.&lt;br /&gt;
&lt;br /&gt;
Painting water establishes a level surface at the setting in the &#039;&#039;water surface height&#039;&#039; box. Expanding this surface always maintains the same height as long as you begin painting from the existing surface (no need to adjust the setting).  The  &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool adjust the entire connected surface all at once, but does not change any other water surfaces on the map not connected to the one being adjusted. Thus, you can create a series of lakes at different elevations so long as the water surfaces of each are not connected. Determine this independence by selecting &amp;lt;b&amp;gt;Wireframe View&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Display Menu&amp;lt;/b&amp;gt; (or pressing &amp;lt;b&amp;gt;F9&amp;lt;/b&amp;gt;). This displays the baseboard in white and the water surface(s) in grey, removing all the painted surfaces.  Use the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool to disconnect close-by water surfaces that you wish to set to different heights. Working upstream of a long river, you can progressively raise the surface of segments at points with rapids, waterfalls, or dams. Just be sure the water surface is broken at these points. An oddity built into the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool is that if you hold down the Shift-Key while raising or lowering the water surface, the surface becomes bendy, going up or down within a limited area, no longer representing a level surface. If you bend it too much, it snaps back to a level surface at some new height. There must be a use for this?&lt;br /&gt;
&lt;br /&gt;
=== Water Color ===&lt;br /&gt;
Because the water surface is transparent, the color of the water feature and/or the nature of the bottom can be established by coloring the underlaying board surface. Creating muddy water or an algae-colored pond then becomes a matter of selecting an underlying color producing the desired result. The intensity of these underwater paints is controlled NOT by the distance between the water surface and the baseboard (water depth), but by distance from a shore. Over a baseboard without coloring, water has a color based on settings as described in the next paragraph; the board grid shows through for a distance up to about 40 m (130 ft) from a shore.  Beyond that, the bottom fades away (no matter how colored) and water color darkens. This property is one of the great improvements made between TRS2012 and TRS2019 versions. Essentially, realistic deep water is built in and need not be rendered by painting the bottom with progressively darker color or physically lowering the surface (which never worked anyway).  Thus, the offshore bottom need not be any deeper than the nearshore shoaling.  Ocean depths are not rendered by grid depth or coloring; you can bother to color or not color deep water bottom.  See &amp;quot;ocean and large lakes&amp;quot; below to learn how to tweak the color of deep water on your route. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. Here you can set the color of your water features (one setting sets all).  Make sure the time dial is pointing straight down (noon) and click on the green dot below it.  Selecting any dot turns on the tools that establish the color ambiance of the Route at the time of day represented by the position of the green dot, but starting with noon is most influential for the daylight hours. The three boxes to the right of the cloud preview determine what the color dials will influence; the bottom box is &amp;lt;b&amp;gt;water color&amp;lt;/b&amp;gt;. Selecting that box and then tweaking the red, green, and blue color dials allows setting water color over a wide range.  The vertical slider to right sets the overall brightness of the scene (not just water).  A well illustrated description of setting water color is found at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Water_Colour Environment Tools - Water Colour]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Water Surface===&lt;br /&gt;
&lt;br /&gt;
In addition to transparency and reflectivity, the water surface in Trainz has a third unique property: that of water surface condition. Nine different &amp;quot;sea state&amp;quot; conditions are available under &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt;. Select &amp;lt;b&amp;gt;Environment&amp;lt;/b&amp;gt; (sun rising icon) and note &amp;lt;b&amp;gt;Water&amp;lt;/b&amp;gt; (2nd from bottom).  Click on the text window to produce a list of available options. If your water surface is showing behind the &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt; window, you will see instantly the effect of changing the water surface property from &amp;quot;glassy&amp;quot; through &amp;quot;rough&amp;quot;. The setting will apply to all the water surfaces created on your route, so you may have to compromise if you have both ocean and inland lake/pond water features. Click on &amp;quot;&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;&amp;quot; (top right)&amp;amp;mdash;your selection is saved and the window closed (see also &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Set_the_Water_Surface Environment Tools - Set Water Surface]&amp;lt;/span&amp;gt;).&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Two other choices (selected on the left) are &amp;lt;b&amp;gt;Environment -&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The water surface color is influenced by the sky. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rivers and Streams ===&lt;br /&gt;
Several options exist for rendering a river or stream on a route map. The most direct and perhaps easiest to create is a narrow, linear basin with a water surface. Painting the water surface confined by a topography of banks and detailed with appropriate bank and bottom coloring tiles produces a very satisfactory aquatic feature that can be lined with trees, shrubs, and/or grasses.  Important to remember in creating the course of the feature is to develop meanders and bends, minimizing long straight segments. &lt;br /&gt;
&lt;br /&gt;
In a landscape of topographic relief (mountainous), extending a linear feature with the level water surface may prove impractical, requiring that the water surface be broken up into unconnected segments that can rise step-like as the stream extends upslope.  A good example of how to &amp;quot;connect&amp;quot; these segments is provided in the MPS Route, &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot; where a wild river is depicted flowing from tributaries and lakes down to a coastal estuary. &lt;br /&gt;
&lt;br /&gt;
=== Ocean and large lakes ===&lt;br /&gt;
Sea coasts and large lakes are extensive water features extending out to a distant horizon.  Several baseboards out is sufficient, unless higher elevation views are anticipated (for example, a track laid well above the shore).  Because depth does not influence the appearance of the water body (see &amp;quot;water color&amp;quot; above), the ocean or lake baseboard  can be a level surface only a little below the water surface. Coloring the board is optional, except close to the shore where the map grid (&amp;quot;Grid (PBR)&amp;quot;) is visible.   If the &amp;quot;horizon&amp;quot;&amp;amp;mdash;the outermost baseboard&amp;amp;mdash;is kept to a line of baseboards oriented east-west or north-south, the appearance will be a natural one blending into the sky. However, if these horizon baseboards jog inward or outward, the sides of one or more baseboards (which are actually three dimensional blocks) will be seen (&amp;quot;World Edge&amp;quot; effect) from some points on the land. Pushing the horizon further out will reduce this obvious break in the horizon line to some degree, but not completely eliminate it. Placing a far shore (or another land) or an appropriate backdrop can solve this problem. &lt;br /&gt;
&lt;br /&gt;
It is possible to overcome the disappearance of bottom with distance from shore and, for example, create an offshore reef or shoal or just extensive shallow water with a unique bottom type or color.  Choose an area to create this and raise the bottom to just &amp;lt;u&amp;gt;above&amp;lt;/u&amp;gt; the water surface using the &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; tool set at low sensitivity. Then lower the area (&amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool) to just &amp;lt;u&amp;gt;below&amp;lt;/u&amp;gt; the water surface; the grid (or bottom color) will disappear. Now, click anywhere on the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool.  This has the effect of resetting the display relationship between the water surface and the bottom for the entire baseboard. The shoaled area, without any shore, will reappear and can be colored as sand or mud.  You can expand the shoal with the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool set at high sensitivity and wide radius. Although it may appear that nothing is happening as you do this, clicking the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool will reveal the change you are making. Switching to &amp;lt;b&amp;gt;Map View&amp;lt;/b&amp;gt; under the Camera Menu will show the bottom display as light blue for deep water (bottom not visible), light grey for visible but fading bottom, and dark grey (or some color if not &amp;quot;Grid (PBR)&amp;quot;) for shoal bottom.  Curiously, returning these areas to &amp;quot;deep water&amp;quot; will remove the shoal, but have no impact on the color scheme displayed in Map View (in Trainz Plus; could be adjusted in earlier Trainz builds).&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffb0 width=&amp;quot;750&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;td width=25&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Y&amp;lt;/font&amp;gt;ou can spot in tiles with white (for example, &amp;quot;ALWater 2&amp;quot;) to mimic waves breaking along a shore. Other mostly white paints can mimic crashing waves or rough water. The paint &amp;quot;MineralWater3&amp;quot; produces an intense aquamarine with a pattern of waves.&amp;lt;/td&amp;gt;&lt;br /&gt;
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=Problems=&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;i&amp;gt;.... List problems here&amp;lt;/i&amp;gt;&lt;br /&gt;
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Using the shortcut key, cap &#039;S&#039;, will crash the program in versions of &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt; earlier than Build 114800. Problem is fixed by updating to TRS2019 SP4.&lt;br /&gt;
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The &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; tool discussed above to set ambient brightness and water color lacks a &amp;quot;save&amp;quot; button. To complete your actions and presumably &amp;quot;save&amp;quot; your settings, you can only close the window. However, this action alone will &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; save your settings. Before closing surveyor you must make some other change to the map board, then save the session.&lt;br /&gt;
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=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
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[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30610</id>
		<title>How to Make Good Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30610"/>
		<updated>2021-11-03T04:20:31Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz aficionados are a diverse group with varied interests in one or more of the multiple aspects of this game.  Developing the scenery that surrounds the tracks is one such aspect, but one that only a few have really mastered.  This How-To page will introduce those interested in improving the look of their route to techniques they can learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For every route builder, the first consideration is achieving a scenery consistent with the landscape they are mimicking.  Choice of objects, particularly vegetation (types of trees, for example.), is perhaps primary but topography&amp;amp;mdash;creating the terrain of hills, mountains, gullies, etc.&amp;amp;mdash;is of equal importance and should be the starting point for a new route or expansion of an existing route.  Another rule requiring consideration is the &amp;quot;decrease detail with distance&amp;quot; rule. The computer will attempt to render everything you have added within a scene (up to the &amp;quot;Draw Distance setting), a scene that is constantly moving with the train being operated. Great detail may be called for close to the track, but not at distances far from the track; details should decrease with distance on the premise that no one is really going to notice them, no matter how much fun they might be to create, and rendering them places a cost on performance.&lt;br /&gt;
&lt;br /&gt;
= Layout =&lt;br /&gt;
&lt;br /&gt;
The first thing to understand about layout of a Route is the &amp;lt;b&amp;gt;ground type&amp;lt;/b&amp;gt;. From TS2009 onward, Trainz releases have included two ground types:&lt;br /&gt;
* &#039;&#039;&#039;classic, 10-m grid&#039;&#039;&#039; - the original Trainz ground type and the default;&lt;br /&gt;
* &#039;&#039;&#039;classic, 5-m grid&#039;&#039;&#039; - ground type using the classic texturing technique, but storing four times the number of sample points.&lt;br /&gt;
The 5-m grid is great for fine detail close to the track but, as always, with an increase in detail comes a potential impact on performance. A mix of 10- and 5-m grids can be utilized: the 5-m grid used near the track where high detail is desirable, the 10-m grid in all other places. Implementing grid type is discussed elsewhere (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Ground_Types Ground Types]&amp;lt;/span&amp;gt;&#039;&#039;) but realize that the grid type is set independently for each [[baseboard]] and not some portion of a baseboard.  Only the &amp;lt;b&amp;gt;Paint&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tools are impacted by the grid size setting. &lt;br /&gt;
&lt;br /&gt;
With respect to the layout of a Route or Map, Trainz users tend to follow one of two models: the &#039;&#039;&#039;Linear&#039;&#039;&#039; model or the &#039;&#039;&#039;Area&#039;&#039;&#039; model.  Placement of [[baseboard]]s end to end allows the Linear model to develop long track runs with minimal effort. An excellent example is &amp;quot;Belarusian woodland&amp;quot; by Oleg Khim.  The Area model (a large map of many baseboard squares) takes more effort but can better render distant scenery.  Excellent examples of this style are &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; by jango and &amp;quot;Bodmin &amp;amp; Wenford Railway TRS2019&amp;quot; by marky7890. The two layouts styles are sometimes combined: area style layouts used for places of cities, dense industries, and complex train yards connected by long runs of linear style layouts. An example approaching this mixed style is &amp;quot;Coal Country&amp;quot; by Scratchy and &amp;quot;Rodnye Prostory - SND&amp;quot; by TrainzLagutin 1995.  Note that layout choice is independent of prototypical vs. imaginary route design. However, scenery choices will be influenced by the model you choose to employ.&lt;br /&gt;
&lt;br /&gt;
With the Linear model, the edge of the baseboard is always a short distance away from the track, dictating specific scenery choices to obscure this fact from the view of the train. The Area model is especially suitable to creating  mountainous country, such as depicted in &amp;quot;TRS19 Canadian Rocky Mountains - Viktor Lake to Ross Peak &amp;amp; Glacier&amp;quot; by RoysTrainz. Mountains that rise high above the track elevation require space to gain that elevation without displaying unreal slopes  and &amp;quot;TRS2019 Canadian Rocky Mountains Ottertail to Castle Jct&amp;quot; by RoysTrainz shows just how big a map is needed to provide massive mountain peaks. The Area model can also be used to compress a lot of track in a small baseboard set by separating track areas with tall features (hills or backdrops). This layout &amp;quot;folds&amp;quot; a Linear track into an Area layout following techniques used by model railroad builders/designers. &lt;br /&gt;
&lt;br /&gt;
===Edge of World ===&lt;br /&gt;
No matter the size of the layout developed, the reality is your world map will have an edge.  If a square or rectangular configuration of baseboards is maintained with expansion, this edge will simply appear as the end of the world so long as your viewpoint remains on the map. However, with the &amp;lt;b&amp;gt;Linear&amp;lt;/b&amp;gt; style especially, maintaining a rectangular or square map is not possible for routes of any size. On flat terrain, the view from close to the tracks can show the sides of baseboards at the margins in what has been dubbed the &amp;quot;world edge effect&amp;quot;. Fortunately, this problem can be reduced or avoided in a number of different ways. Here, we list the following aids to hide the &amp;quot;world edge&amp;quot;:&lt;br /&gt;
* behind scenery objects;&lt;br /&gt;
* behind backdrops or a &amp;quot;double rise&amp;quot; (topography);&lt;br /&gt;
* behind higher elevation topography (hills or mountains);&lt;br /&gt;
* by extending water (ocean or large lake) to the &amp;quot;horizon&amp;quot;.&lt;br /&gt;
Each is discussed below under the appropriate subject. &lt;br /&gt;
&lt;br /&gt;
= Hills and Valleys =&lt;br /&gt;
&lt;br /&gt;
Enhancing topography changes a flat baseboard into one with hills and valleys, opening up opportunities for road and railroad cuts, viaducts and bridges, and, of course, tunnels.  Varied topography establishes glimpses of the wider world as a train moves down the track.  Of course, a generally flat terrain is realistic for many parts of the world and certainly not a &#039;bad&#039; thing. Topography on a Route is developed using the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology tool]&#039;&#039;&#039;&amp;lt;/span&amp;gt; in Surveyor mode (correct term would be &amp;quot;topography&amp;quot;).  The top row in this tool menu has settings for &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;A&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.  These settings determine what the topography tool will do when applied to the surface of the map and a selection must be made before the tool will work. However, before applying, set the radius and sensitivity of the tool with the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Cursor radius &#039;+/-&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sensitivity &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dials, respectively.  The next row has additional settings, the most useful of which is on the right: the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting.  The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get height &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting appears to do nothing in Trainz2019. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Use height &#039;H&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting  sets the topography tool to draw the ground at the height setting entered in the box to the left. &lt;br /&gt;
&lt;br /&gt;
The process of creating a varied terrain starts by raising (and perhaps lowering) the ground surface using moderate radius and sensitivity settings (or higher settings to create mountainous topography). Practice using different settings for radius and sensitivity to develop skill in using this tool.  Once the basic terrain has been established, the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting can be an excellent smoothing tool, even on sloped ground.  Set the sensitivity high and the radius on however large an area is to be smoothed (best results are achieved using a high radius setting).  The Plateau setting uses the elevation at the tool center; moving it quickly over a limited area and regularly resetting the center point will change a rough surface into a smooth slope. Moving the tool along a contour works best.  Again, practice  is necessary to acquire this skill.  Assuming your tracks are already in place, this setting (with radius set at small) allows you to bring slopes in close for realistic cuts or fills near the line. &lt;br /&gt;
&lt;br /&gt;
All land is the result of the forces of erosion and gravity acting upon some earlier (geologically earlier) uplift. You can raise up the land, but fine tuning is then applied for a more realistic look and this entails removing portions of the uplift. Steeper slopes (cliffs) represent more resistant material: that is, rock; but mass-wasting (localized landslides) can create a cliff in more easily eroded material.  Indeed, concave slopes present a picture of substantial, on-going erosion whereas convex slopes are more often seen in late-stage eroded landscapes (hills and gentle valleys). However, these are generalizations and slope form is highly varied in most regions. The tool settings of &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; are used to shape the land, usually at small to medium radius and medium sensitivity settings.  Height up &#039;U&#039; produces a convex surface and Height down &#039;D&#039; produces a concave surface where applied to a slope.&lt;br /&gt;
&lt;br /&gt;
Very fine adjustments around tracks, roads, or buildings require putting radius and sensitivity at their lowest settings and clicking as needed to adjust the land height in relation to the object. Two things need be understood in applying this action, foremost of which is the fact that only clicking directly on a grid vertex point will cause the ground to rise or fall.  If hidden by ground texture, you may need to move around a bit to find the &amp;quot;sweet spot&amp;quot;.  Secondly, raising or lowering the ground may also raise or lower the object, requiring later height adjustment.  However, for spline objects, if the height as been set (the white spinning circle changed to a yellow spinning circle) adjustment of the ground surface will not effect the spline vertex.&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffb0 width=&amp;quot;750&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=25&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;A&amp;lt;/font&amp;gt;djusting the ground height around a spline vertex can be frustrating if you have not first &amp;quot;fixed&amp;quot; the vertex height.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Layout|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Object and Spline Assets|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Object and Spline Assets =&lt;br /&gt;
Two types of assets exist in Trainz: &amp;lt;b&amp;gt;objects&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;splines&amp;lt;/b&amp;gt;.  In surveyor mode, scenery objects are added and manipulated using the Objects Menu reached by clicking on the &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt; tab. Tracks and objects directly related to tracks are dealt with separately under the &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; tab. For explanations on the various tools and settings provided see pages describing the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Objects_Tab Objects Tab]&amp;lt;/span&amp;gt; and &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Track_Tools Tracks Tab]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Spline Shadows===&lt;br /&gt;
Implementation of shadows cast by objects was one of the great steps forward made by Trainz to render a realistic GUI.  Certain objects, notably spline objects with a low profile (such as roads and tracks) should not, of course, cast a shadow. To avoid this problem, the spline must be set down tight against the ground; any gap between the spline and the ground will appear as a dark line (a shadow).  Spline objects conform to variations in slope as the spline is laid, but fixing the spline points (this changes the vertex from a white to a yellow rotating circle) with the &amp;lt;b&amp;gt;Adjust spline height &#039;H&amp;quot;&amp;lt;/b&amp;gt; setting in &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;Spline height &#039;H&#039; &amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;&#039;Spline mode &#039;S&#039;&amp;lt;/b&amp;gt; for &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt;) removes ground conforming between the points.  Small rises now bury the spline and small dips produce a shadow. On a perfectly level board, these particular problems do not occur, although many spline objects will still cast a shadow if not height adjust. The solution is to bring the spline segments back into close conformance with the ground. Two possible approaches &amp;amp;mdash;adjust the spline height or adjust the ground height&amp;amp;mdash;may both need to be utilized wherever on a Route the shadowing is clearly observable.&lt;br /&gt;
&lt;br /&gt;
A first step is to use the &amp;lt;b&amp;gt;&#039;Smooth spline &#039;S&#039;&amp;lt;/b&amp;gt; tool found in the &amp;lt;b&amp;gt;Advanced&amp;lt;/b&amp;gt; section of the Spline Mode menu (same tool is &amp;lt;b&amp;gt;Smooth spline height &#039;S&#039;&amp;lt;/b&amp;gt; in the advanced tools for &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt;). This tool corrects the terrain topography under the spline segment (section between two vertices) clicked on.  The spline is smoothed and the ground brought into conformance with the spline.  But this conformance may or may not eliminate a shadow, depending on the particular asset, as many are created to lie slightly above the ground. The next step is to apply the &amp;lt;b&amp;gt;&#039;Spline height &#039;H&#039;&amp;lt;/b&amp;gt; tool under Advanced )&amp;lt;b&amp;gt;Adjust spline height &#039;H&#039;&amp;lt;/b&amp;gt; for track splines), lowering the vertices while holding down the CTRL key (allows very fine adjustments).  Using the Smooth spline height tool may not be desirable in some situations, as it has an impact over topography some distance from the spline (may level the ground too far out from the road or track). In this case, the ground will need to be raised up to the spline to eliminate the shadow. The tool used is &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Topolgy&amp;lt;/b&amp;gt; menu, putting both Radius and Sensitivity on the absolute lowest settings. The &amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool may need to be employed to make adjustments.  Realize, both tools only operate if clicked on a grid vertex, having no effect if clicked away from a vertex. The tools raise or lower a vertex and the ground &amp;quot;follows&amp;quot; as a surface determined by the surrounding vertices.&lt;br /&gt;
&lt;br /&gt;
Achieving &amp;quot;no shadow&amp;quot; may be impossible in some small parts of a segment due to bending of the spline. Moving the spline point closer to a grid vertex may help. Using spline assets with &amp;quot;skirts&amp;quot; (for example, ballast in track splines) certainly makes the process easier as these have greater height latitude. Simply hiding conspicuous shadows with a grass asset or placing an object like a car on the shadow are other options.&lt;br /&gt;
&lt;br /&gt;
===Backdrops===&lt;br /&gt;
&#039;&#039;&#039;Backdrops&#039;&#039;&#039; are used to create the illusion of distant terrain, enabling builders to set up landscaped horizons such as mountains and cityscapes quicker and with less impact to the frame-rate. To achieve this, a backdrop has a much greater draw distance than other scenery assets so that it is visible from far away (5 km or ~5000 yds). Backdrops are valuable with layouts based on the &amp;lt;b&amp;gt;Linear Model&amp;lt;/b&amp;gt;, particularly where there is minimal topography (steppes and plains), obviating the need to add map squares to create a sense of distance beyond the tracks.  Even in &amp;lt;b&amp;gt;Area Model&amp;lt;/b&amp;gt; layouts backdrops can be used to great advantage, as is aptly demonstrated  by Jango in &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; in which distant villages are skillfully rendered by short backdrops.&lt;br /&gt;
&lt;br /&gt;
Backdrops are provided as either object assets or spline assets. Because these assets are relatively easy to create and typically designed for specific purposes to match the developer&#039;s route, backdrops available on the DLS vary widely in subject and quality. &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Content_ManagerSearch Search]&amp;lt;/span&amp;gt; for &amp;quot;backdrop&amp;quot; in the DLS for access to an extensive number of offerings.&lt;br /&gt;
&lt;br /&gt;
A form of backdrop labeled a &amp;quot;&amp;lt;b&amp;gt;double rise&amp;lt;/b&amp;gt;&amp;quot; is created with the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool. A low hill or objects (for example trees or buildings) are used close by the tracks to obscure the land immediately beyond, which is made to slope downward, then rise up to create the illusion of far distant mountains or hills. The illusion is accomplished by using no objects or small objects to represent very distant trees on the far rise.  Painting and topography also contribute by using muted colors tending to more purple shades.  An example of this approach can be seen in the MSP route &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot;, where a distant snow-capped range is actually much closer to the tracks than would be possible in a narrow layout. The dip between the tracks and the far rise is obscured from view taking away from the viewer cues normally present to assess distance.      &lt;br /&gt;
&lt;br /&gt;
= Coloring (Painting) =&lt;br /&gt;
Coloring the landscape (&amp;quot;ground texturing&amp;quot;) is accomplished with the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Paint_Tools Paint Tool]&amp;lt;/span&amp;gt;&#039;&#039;&#039; &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt; tool. This tool opens a display of all the of the &amp;quot;paints&amp;quot; or tiles residing locally on your computer.  Each combines colors and textures (in 2D) providing hundreds of possible choices for painting the ground.  This tool is a paint brush with the ability, after selecting a tile, of enlarging the tile image (&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture scale &#039;Ctrl [/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;) and changing the tile orientation &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture direction &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;).  The diameter of the brush tool is set by the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Radius &#039;-/+&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dial. A &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get texture &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool turns on a pointer that, when clicked on a painted location on the map, loads the tile in the brush. The loaded tile is shown in the square directly above the &amp;quot;Radius&amp;quot; dial. If you locate a tile by typing a word/name in the box above the tile display columns, the square displaying the loaded tile does not work if you then select a tile using the selection tool, even though the selected tile is likely loaded into the brush. We say &amp;quot;likely&amp;quot; because a painted area can become a combination of several different tiles, with certain tiles dominating the selection tool to the exclusion of what is displayed.&lt;br /&gt;
&lt;br /&gt;
Once a selected tile is loaded, the image can be painted across the terrain. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. To the right of the cloud preview window and boxes to select ambient, sun, and water color is a vertical slider. Clicking on the green dot at the bottom of the time dial turns the slider on for midday.  Now adjust the slider to set a proper brightness; too bright, and your color tile selections will look washed out.&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
[[File:10-m-grid.jpg|300px|left|Baseboard with grid-size of 10-m]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
===Grid Size Effect===&lt;br /&gt;
One reason to not over utilize the 5-m grid size on a layout is the little difference selecting 5-m over 10-m makes for all but limited areas on a Route. Consider just two tiles; say ballast laid along a track cutting through grass.  On a 10-m grid, the ballast tends to flare out in triangles (depending upon the track angle relative to the underlying grid) or not appearing under the track at all in other places.  In the figure at left, the interaction of dry grass tiles and ballast tiles along the track in the distance shows triangles of ballast at 10-m grid setting. On a 5-m grid, this effect is much reduced, similar to that seen along the track in the foreground of the figure.  The ballast is more easily constrained to the vicinity of the track and the line between grass and ballast can be made closer to an expected line parallel with the rails. In essence, a 5-m grid does permit more precision in painting the ground color/texture where multiple colors/textures are interacting. This precision appears to be the only real advantage gained at the expense of an enhanced cost to performance, suggesting careful consideration of which baseboards might really benefit from having a 5-m grid setting. In fairness, the adverse rendering of adjacent tile interaction on a 10-m grid is less noticeable at low angles and can be ameliorated somewhat by using tiles having minimal contrast. &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Picking tile colors ==&lt;br /&gt;
The number of choices of coloring tiles is large, easily in the hundreds. Picking a suitable tile or combination of tiles is first a matter of deciding what sort of ground you wish to portray. The basic categories are going to be: vegetation, rock, bare soil, and water. Vegetation is likely to occupy the largest area of the map, except in very dry climates (e.g., deserts, dominated by bare soil) and rocky areas with thin soils. Water is discussed in more detail below under &amp;quot;Water Features&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Initially, decide on a suitable &amp;quot;theme&amp;quot; color best representative of the location and type of terrain you intend to emphasize (say, dry grassland) and paint broad areas with this theme color.  The purpose here is to unify your rout&#039;s overall look. Of course, you might have more than one theme color if patches are typical or hills look different than valleys or plains.&lt;br /&gt;
&lt;br /&gt;
=== Tile basics ===&lt;br /&gt;
Coloring the map surface is done by spreading small tiles over the map grid. We call these &amp;quot;tiles&amp;quot; because each is a usually six-sided pattern that is repeated &amp;lt;i&amp;gt;ad infinitum&amp;lt;/i&amp;gt; as it is laid down (painted). On the 10-m grid, the tool places a tile diagonally (NW to SE or NE to SW) only centered on the yellow grid intersections. You can control the area covered by the tool (&amp;lt;b&amp;gt;Radius &amp;quot;-/+&amp;quot;&amp;lt;/b&amp;gt;) and the pattern size (&amp;lt;b&amp;gt;Texture scale &amp;quot;Ctrl [/]&amp;quot;&amp;lt;/b&amp;gt;)&amp;amp;mdash;this is not the area covered, but an enlargement of the actual pattern. Available tiles range from plain color to complex patterns mimicking ground textures of all sorts. Many of these are very good and others, not so good. Because the painting involves laying tiles one after the other, &amp;lt;b&amp;gt;secondary patterns&amp;lt;/b&amp;gt; are almost inevitable. The better texture tiles avoid this.  If a created tile is even a little darker in one part than elsewhere, a secondary pattern will appear. How troublesome these secondary patterns are depends upon the viewed distance. Viewed from the cab, chase, or lineside cameras, secondary patterning is not a huge problem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Object and Spline Assets|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Water Features|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
= Water Features =&lt;br /&gt;
Of all the various landforms one can create, water features hold the greatest potential for enhancing scenery along a Route. And water is superbly rendered using the water tools found in Surveyor &#039;&#039;&#039;Topology - Get height&#039;&#039;&#039;.  Three tools are provided: &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Add water &#039;W&#039;, Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. An input box for setting water surface height is provided.  The &#039;&#039;Add water&#039;&#039; tool paints a surface in the same manner as coloring, described above.  However, the water surface has unique properties, the most significant being it is transparent and reflective. Improvements in rendering of these properties with each successive Trainz version has certainly been a major contribution to making a realistic CGI.&lt;br /&gt;
&lt;br /&gt;
Painting water establishes a level surface at the setting in the &#039;&#039;water surface height&#039;&#039; box. Expanding this surface always maintains the same height as long as you begin painting from the existing surface (no need to adjust the setting).  The  &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool adjust the entire connected surface all at once, but does not change any other water surfaces on the map not connected to the one being adjusted. Thus, you can create a series of lakes at different elevations so long as the water surfaces of each are not connected. Determine this independence by selecting &amp;lt;b&amp;gt;Wireframe View&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Display Menu&amp;lt;/b&amp;gt; (or pressing &amp;lt;b&amp;gt;F9&amp;lt;/b&amp;gt;). This displays the baseboard in white and the water surface(s) in grey, removing all the painted surfaces.  Use the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool to disconnect close-by water surfaces that you wish to set to different heights. Working upstream of a long river, you can progressively raise the surface of segments at points with rapids, waterfalls, or dams. Just be sure the water surface is broken at these points. An oddity built into the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool is that if you hold down the Shift-Key while raising or lowering the water surface, the surface becomes bendy, going up or down within a limited area, no longer representing a level surface. If you bend it too much, it snaps back to a level surface at some new height. There must be a use for this?&lt;br /&gt;
&lt;br /&gt;
=== Water Color ===&lt;br /&gt;
Because the water surface is transparent, the color of the water feature and/or the nature of the bottom can be established by coloring the underlaying board surface. Creating muddy water or an algae-colored pond then becomes a matter of selecting an underlying color producing the desired result. The intensity of these underwater paints is controlled NOT by the distance between the water surface and the baseboard (water depth), but by distance from a shore. Over a baseboard without coloring, water has a color based on settings as described in the next paragraph; the board grid shows through for a distance up to about 40 m (130 ft) from a shore.  Beyond that, the bottom fades away (no matter how colored) and water color darkens. This property is one of the great improvements made between TRS2012 and TRS2019 versions. Essentially, realistic deep water is built in and need not be rendered by painting the bottom with progressively darker color or physically lowering the surface (which never worked anyway).  Thus, the offshore bottom need not be any deeper than the nearshore shoaling.  Ocean depths are not rendered by grid depth or coloring; you can bother to color or not color deep water bottom.  See &amp;quot;ocean and large lakes&amp;quot; below to learn how to tweak the color of deep water on your route. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. Here you can set the color of your water features (one setting sets all).  Make sure the time dial is pointing straight down (noon) and click on the green dot below it.  Selecting any dot turns on the tools that establish the color ambiance of the Route at the time of day represented by the position of the green dot, but starting with noon is most influential for the daylight hours. The three boxes to the right of the cloud preview determine what the color dials will influence; the bottom box is &amp;lt;b&amp;gt;water color&amp;lt;/b&amp;gt;. Selecting that box and then tweaking the red, green, and blue color dials allows setting water color over a wide range.  The vertical slider to right sets the overall brightness of the scene (not just water).  A well illustrated description of setting water color is found at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Water_Colour Environment Tools - Water Colour]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Water Surface===&lt;br /&gt;
&lt;br /&gt;
In addition to transparency and reflectivity, the water surface in Trainz has a third unique property: that of water surface condition. Nine different &amp;quot;sea state&amp;quot; conditions are available under &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt;. Select &amp;lt;b&amp;gt;Environment&amp;lt;/b&amp;gt; (sun rising icon) and note &amp;lt;b&amp;gt;Water&amp;lt;/b&amp;gt; (2nd from bottom).  Click on the text window to produce a list of available options. If your water surface is showing behind the &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt; window, you will see instantly the effect of changing the water surface property from &amp;quot;glassy&amp;quot; through &amp;quot;rough&amp;quot;. The setting will apply to all the water surfaces created on your route, so you may have to compromise if you have both ocean and inland lake/pond water features. Click on &amp;quot;&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;&amp;quot; (top right)&amp;amp;mdash;your selection is saved and the window closed (see also &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Set_the_Water_Surface Environment Tools - Set Water Surface]&amp;lt;/span&amp;gt;).&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Two other choices (selected on the left) are &amp;lt;b&amp;gt;Environment -&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The water surface color is influenced by the sky. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rivers and Streams ===&lt;br /&gt;
Several options exist for rendering a river or stream on a route map. The most direct and perhaps easiest to create is a narrow, linear basin with a water surface. Painting the water surface confined by a topography of banks and detailed with appropriate bank and bottom coloring tiles produces a very satisfactory aquatic feature that can be lined with trees, shrubs, and/or grasses.  Important to remember in creating the course of the feature is to develop meanders and bends, minimizing long straight segments. &lt;br /&gt;
&lt;br /&gt;
In a landscape of topographic relief (mountainous), extending a linear feature with the level water surface may prove impractical, requiring that the water surface be broken up into unconnected segments that can rise step-like as the stream extends upslope.  A good example of how to &amp;quot;connect&amp;quot; these segments is provided in the MPS Route, &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot; where a wild river is depicted flowing from tributaries and lakes down to a coastal estuary. &lt;br /&gt;
&lt;br /&gt;
=== Ocean and large lakes ===&lt;br /&gt;
Sea coasts and large lakes are extensive water features extending out to a distant horizon.  Several baseboards out is sufficient, unless higher elevation views are anticipated (for example, a track laid well above the shore).  Because depth does not influence the appearance of the water body (see &amp;quot;water color&amp;quot; above), the ocean or lake baseboard  can be a level surface only a little below the water surface. Coloring the board is optional, except close to the shore where the map grid (&amp;quot;Grid (PBR)&amp;quot;) is visible.   If the &amp;quot;horizon&amp;quot;&amp;amp;mdash;the outermost baseboard&amp;amp;mdash;is kept to a line of baseboards oriented east-west or north-south, the appearance will be a natural one blending into the sky. However, if these horizon baseboards jog inward or outward, the sides of one or more baseboards (which are actually three dimensional blocks) will be seen (&amp;quot;World Edge&amp;quot; effect) from some points on the land. Pushing the horizon further out will reduce this obvious break in the horizon line to some degree, but not completely eliminate it. Placing a far shore (or another land) or an appropriate backdrop can solve this problem. &lt;br /&gt;
&lt;br /&gt;
It is possible to overcome the disappearance of bottom with distance from shore and, for example, create an offshore reef or shoal or just extensive shallow water with a unique bottom type or color.  Choose an area to create this and raise the bottom to just &amp;lt;u&amp;gt;above&amp;lt;/u&amp;gt; the water surface using the &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; tool set at low sensitivity. Then lower the area (&amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool) to just &amp;lt;u&amp;gt;below&amp;lt;/u&amp;gt; the water surface; the grid (or bottom color) will disappear. Now, click anywhere on the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool.  This has the effect of resetting the display relationship between the water surface and the bottom for the entire baseboard. The shoaled area, without any shore, will reappear and can be colored as sand or mud.  You can expand the shoal with the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool set at high sensitivity and wide radius. Although it may appear that nothing is happening as you do this, clicking the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool will reveal the change you are making. Switching to &amp;lt;b&amp;gt;Map View&amp;lt;/b&amp;gt; under the Camera Menu will show the bottom display as light blue for deep water (bottom not visible), light grey for visible but fading bottom, and dark grey (or some color if not &amp;quot;Grid (PBR)&amp;quot;) for shoal bottom.  Curiously, returning these areas to &amp;quot;deep water&amp;quot; will remove the shoal, but have no impact on the color scheme displayed in Map View (in Trainz Plus; could be adjusted in earlier Trainz builds).&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffb0 width=&amp;quot;750&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;td width=25&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Y&amp;lt;/font&amp;gt;ou can spot in tiles with white (for example, &amp;quot;ALWater 2&amp;quot;) to mimic waves breaking along a shore. Other mostly white paints can mimic crashing waves or rough water. The paint &amp;quot;MineralWater3&amp;quot; produces an intense aquamarine with a pattern of waves.&amp;lt;/td&amp;gt;&lt;br /&gt;
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=Problems=&lt;br /&gt;
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*&amp;lt;i&amp;gt;.... List problems here&amp;lt;/i&amp;gt;&lt;br /&gt;
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&amp;lt;!-- BEGIN bugs table --&amp;gt;&lt;br /&gt;
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Using the shortcut key, cap &#039;S&#039;, will crash the program in versions of &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt; earlier than Build 114800. Problem is fixed by updating to TRS2019 SP4.&lt;br /&gt;
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The &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; tool discussed above to set ambient brightness and water color lacks a &amp;quot;save&amp;quot; button. To complete your actions and presumably &amp;quot;save&amp;quot; your settings, you can only close the window. However, this action alone will &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; save your settings. Before closing surveyor you must make some other change to the map board, then save the session.&lt;br /&gt;
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=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
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[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30609</id>
		<title>How to Make Good Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30609"/>
		<updated>2021-11-03T04:16:47Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Fixing up/down links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz aficionados are a diverse group with varied interests in one or more of the multiple aspects of this game.  Developing the scenery that surrounds the tracks is one such aspect, but one that only a few have really mastered.  This How-To page will introduce those interested in improving the look of their route to techniques they can learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For every route builder, the first consideration is achieving a scenery consistent with the landscape they are mimicking.  Choice of objects, particularly vegetation (types of trees, for example.), is perhaps primary but topography&amp;amp;mdash;creating the terrain of hills, mountains, gullies, etc.&amp;amp;mdash;is of equal importance and should be the starting point for a new route or expansion of an existing route.  Another rule requiring consideration is the &amp;quot;decrease detail with distance&amp;quot; rule. The computer will attempt to render everything you have added within a scene (up to the &amp;quot;Draw Distance setting), a scene that is constantly moving with the train being operated. Great detail may be called for close to the track, but not at distances far from the track; details should decrease with distance on the premise that no one is really going to notice them, no matter how much fun they might be to create, and rendering them places a cost on performance.&lt;br /&gt;
&lt;br /&gt;
= Layout =&lt;br /&gt;
&lt;br /&gt;
The first thing to understand about layout of a Route is the &amp;lt;b&amp;gt;ground type&amp;lt;/b&amp;gt;. From TS2009 onward, Trainz releases have included two ground types:&lt;br /&gt;
* &#039;&#039;&#039;classic, 10-m grid&#039;&#039;&#039; - the original Trainz ground type and the default;&lt;br /&gt;
* &#039;&#039;&#039;classic, 5-m grid&#039;&#039;&#039; - ground type using the classic texturing technique, but storing four times the number of sample points.&lt;br /&gt;
The 5-m grid is great for fine detail close to the track but, as always, with an increase in detail comes a potential impact on performance. A mix of 10- and 5-m grids can be utilized: the 5-m grid used near the track where high detail is desirable, the 10-m grid in all other places. Implementing grid type is discussed elsewhere (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Ground_Types Ground Types]&amp;lt;/span&amp;gt;&#039;&#039;) but realize that the grid type is set independently for each [[baseboard]] and not some portion of a baseboard.  Only the &amp;lt;b&amp;gt;Paint&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tools are impacted by the grid size setting. &lt;br /&gt;
&lt;br /&gt;
With respect to the layout of a Route or Map, Trainz users tend to follow one of two models: the &#039;&#039;&#039;Linear&#039;&#039;&#039; model or the &#039;&#039;&#039;Area&#039;&#039;&#039; model.  Placement of [[baseboard]]s end to end allows the Linear model to develop long track runs with minimal effort. An excellent example is &amp;quot;Belarusian woodland&amp;quot; by Oleg Khim.  The Area model (a large map of many baseboard squares) takes more effort but can better render distant scenery.  Excellent examples of this style are &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; by jango and &amp;quot;Bodmin &amp;amp; Wenford Railway TRS2019&amp;quot; by marky7890. The two layouts styles are sometimes combined: area style layouts used for places of cities, dense industries, and complex train yards connected by long runs of linear style layouts. An example approaching this mixed style is &amp;quot;Coal Country&amp;quot; by Scratchy and &amp;quot;Rodnye Prostory - SND&amp;quot; by TrainzLagutin 1995.  Note that layout choice is independent of prototypical vs. imaginary route design. However, scenery choices will be influenced by the model you choose to employ.&lt;br /&gt;
&lt;br /&gt;
With the Linear model, the edge of the baseboard is always a short distance away from the track, dictating specific scenery choices to obscure this fact from the view of the train. The Area model is especially suitable to creating  mountainous country, such as depicted in &amp;quot;TRS19 Canadian Rocky Mountains - Viktor Lake to Ross Peak &amp;amp; Glacier&amp;quot; by RoysTrainz. Mountains that rise high above the track elevation require space to gain that elevation without displaying unreal slopes  and &amp;quot;TRS2019 Canadian Rocky Mountains Ottertail to Castle Jct&amp;quot; by RoysTrainz shows just how big a map is needed to provide massive mountain peaks. The Area model can also be used to compress a lot of track in a small baseboard set by separating track areas with tall features (hills or backdrops). This layout &amp;quot;folds&amp;quot; a Linear track into an Area layout following techniques used by model railroad builders/designers. &lt;br /&gt;
&lt;br /&gt;
===Edge of World ===&lt;br /&gt;
No matter the size of the layout developed, the reality is your world map will have an edge.  If a square or rectangular configuration of baseboards is maintained with expansion, this edge will simply appear as the end of the world so long as your viewpoint remains on the map. However, with the &amp;lt;b&amp;gt;Linear&amp;lt;/b&amp;gt; style especially, maintaining a rectangular or square map is not possible for routes of any size. On flat terrain, the view from close to the tracks can show the sides of baseboards at the margins in what has been dubbed the &amp;quot;world edge effect&amp;quot;. Fortunately, this problem can be reduced or avoided in a number of different ways. Here, we list the following aids to hide the &amp;quot;world edge&amp;quot;:&lt;br /&gt;
* behind scenery objects;&lt;br /&gt;
* behind backdrops or a &amp;quot;double rise&amp;quot; (topography);&lt;br /&gt;
* behind higher elevation topography (hills or mountains);&lt;br /&gt;
* by extending water (ocean or large lake) to the &amp;quot;horizon&amp;quot;.&lt;br /&gt;
Each is discussed below under the appropriate subject. &lt;br /&gt;
&lt;br /&gt;
= Hills and Valleys =&lt;br /&gt;
&lt;br /&gt;
Enhancing topography changes a flat baseboard into one with hills and valleys, opening up opportunities for road and railroad cuts, viaducts and bridges, and, of course, tunnels.  Varied topography establishes glimpses of the wider world as a train moves down the track.  Of course, a generally flat terrain is realistic for many parts of the world and certainly not a &#039;bad&#039; thing. Topography on a Route is developed using the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology tool]&#039;&#039;&#039;&amp;lt;/span&amp;gt; in Surveyor mode (correct term would be &amp;quot;topography&amp;quot;).  The top row in this tool menu has settings for &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;A&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.  These settings determine what the topography tool will do when applied to the surface of the map and a selection must be made before the tool will work. However, before applying, set the radius and sensitivity of the tool with the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Cursor radius &#039;+/-&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sensitivity &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dials, respectively.  The next row has additional settings, the most useful of which is on the right: the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting.  The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get height &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting appears to do nothing in Trainz2019. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Use height &#039;H&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting  sets the topography tool to draw the ground at the height setting entered in the box to the left. &lt;br /&gt;
&lt;br /&gt;
The process of creating a varied terrain starts by raising (and perhaps lowering) the ground surface using moderate radius and sensitivity settings (or higher settings to create mountainous topography). Practice using different settings for radius and sensitivity to develop skill in using this tool.  Once the basic terrain has been established, the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting can be an excellent smoothing tool, even on sloped ground.  Set the sensitivity high and the radius on however large an area is to be smoothed (best results are achieved using a high radius setting).  The Plateau setting uses the elevation at the tool center; moving it quickly over a limited area and regularly resetting the center point will change a rough surface into a smooth slope. Moving the tool along a contour works best.  Again, practice  is necessary to acquire this skill.  Assuming your tracks are already in place, this setting (with radius set at small) allows you to bring slopes in close for realistic cuts or fills near the line. &lt;br /&gt;
&lt;br /&gt;
All land is the result of the forces of erosion and gravity acting upon some earlier (geologically earlier) uplift. You can raise up the land, but fine tuning is then applied for a more realistic look and this entails removing portions of the uplift. Steeper slopes (cliffs) represent more resistant material: that is, rock; but mass-wasting (localized landslides) can create a cliff in more easily eroded material.  Indeed, concave slopes present a picture of substantial, on-going erosion whereas convex slopes are more often seen in late-stage eroded landscapes (hills and gentle valleys). However, these are generalizations and slope form is highly varied in most regions. The tool settings of &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; are used to shape the land, usually at small to medium radius and medium sensitivity settings.  Height up &#039;U&#039; produces a convex surface and Height down &#039;D&#039; produces a concave surface where applied to a slope.&lt;br /&gt;
&lt;br /&gt;
Very fine adjustments around tracks, roads, or buildings require putting radius and sensitivity at their lowest settings and clicking as needed to adjust the land height in relation to the object. Two things need be understood in applying this action, foremost of which is the fact that only clicking directly on a grid vertex point will cause the ground to rise or fall.  If hidden by ground texture, you may need to move around a bit to find the &amp;quot;sweet spot&amp;quot;.  Secondly, raising or lowering the ground may also raise or lower the object, requiring later height adjustment.  However, for spline objects, if the height as been set (the white spinning circle changed to a yellow spinning circle) adjustment of the ground surface will not effect the spline vertex.&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffb0 width=&amp;quot;750&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=25&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;A&amp;lt;/font&amp;gt;djusting the ground height around a spline vertex can be frustrating if you have not first &amp;quot;fixed&amp;quot; the vertex height.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Layout|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Object and Spline Assets|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Object and Spline Assets =&lt;br /&gt;
Two types of assets exist in Trainz: &amp;lt;b&amp;gt;objects&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;splines&amp;lt;/b&amp;gt;.  In surveyor mode, scenery objects are added and manipulated using the Objects Menu reached by clicking on the &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt; tab. Tracks and objects directly related to tracks are dealt with separately under the &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; tab. For explanations on the various tools and settings provided see pages describing the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Objects_Tab Objects Tab]&amp;lt;/span&amp;gt; and &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Track_Tools Tracks Tab]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Spline Shadows===&lt;br /&gt;
Implementation of shadows cast by objects was one of the great steps forward made by Trainz to render a realistic GUI.  Certain objects, notably spline objects with a low profile (such as roads and tracks) should not, of course, cast a shadow. To avoid this problem, the spline must be set down tight against the ground; any gap between the spline and the ground will appear as a dark line (a shadow).  Spline objects conform to variations in slope as the spline is laid, but fixing the spline points (this changes the vertex from a white to a yellow rotating circle) with the &amp;lt;b&amp;gt;Adjust spline height &#039;H&amp;quot;&amp;lt;/b&amp;gt; setting in &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;Spline height &#039;H&#039; &amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;&#039;Spline mode &#039;S&#039;&amp;lt;/b&amp;gt; for &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt;) removes ground conforming between the points.  Small rises now bury the spline and small dips produce a shadow. On a perfectly level board, these particular problems do not occur, although many spline objects will still cast a shadow if not height adjust. The solution is to bring the spline segments back into close conformance with the ground. Two possible approaches &amp;amp;mdash;adjust the spline height or adjust the ground height&amp;amp;mdash;may both need to be utilized wherever on a Route the shadowing is clearly observable.&lt;br /&gt;
&lt;br /&gt;
A first step is to use the &amp;lt;b&amp;gt;&#039;Smooth spline &#039;S&#039;&amp;lt;/b&amp;gt; tool found in the &amp;lt;b&amp;gt;Advanced&amp;lt;/b&amp;gt; section of the Spline Mode menu (same tool is &amp;lt;b&amp;gt;Smooth spline height &#039;S&#039;&amp;lt;/b&amp;gt; in the advanced tools for &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt;). This tool corrects the terrain topography under the spline segment (section between two vertices) clicked on.  The spline is smoothed and the ground brought into conformance with the spline.  But this conformance may or may not eliminate a shadow, depending on the particular asset, as many are created to lie slightly above the ground. The next step is to apply the &amp;lt;b&amp;gt;&#039;Spline height &#039;H&#039;&amp;lt;/b&amp;gt; tool under Advanced )&amp;lt;b&amp;gt;Adjust spline height &#039;H&#039;&amp;lt;/b&amp;gt; for track splines), lowering the vertices while holding down the CTRL key (allows very fine adjustments).  Using the Smooth spline height tool may not be desirable in some situations, as it has an impact over topography some distance from the spline (may level the ground too far out from the road or track). In this case, the ground will need to be raised up to the spline to eliminate the shadow. The tool used is &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Topolgy&amp;lt;/b&amp;gt; menu, putting both Radius and Sensitivity on the absolute lowest settings. The &amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool may need to be employed to make adjustments.  Realize, both tools only operate if clicked on a grid vertex, having no effect if clicked away from a vertex. The tools raise or lower a vertex and the ground &amp;quot;follows&amp;quot; as a surface determined by the surrounding vertices.&lt;br /&gt;
&lt;br /&gt;
Achieving &amp;quot;no shadow&amp;quot; may be impossible in some small parts of a segment due to bending of the spline. Moving the spline point closer to a grid vertex may help. Using spline assets with &amp;quot;skirts&amp;quot; (for example, ballast in track splines) certainly makes the process easier as these have greater height latitude. Simply hiding conspicuous shadows with a grass asset or placing an object like a car on the shadow are other options.&lt;br /&gt;
&lt;br /&gt;
===Backdrops===&lt;br /&gt;
&#039;&#039;&#039;Backdrops&#039;&#039;&#039; are used to create the illusion of distant terrain, enabling builders to set up landscaped horizons such as mountains and cityscapes quicker and with less impact to the frame-rate. To achieve this, a backdrop has a much greater draw distance than other scenery assets so that it is visible from far away (5 km or ~5000 yds). Backdrops are valuable with layouts based on the &amp;lt;b&amp;gt;Linear Model&amp;lt;/b&amp;gt;, particularly where there is minimal topography (steppes and plains), obviating the need to add map squares to create a sense of distance beyond the tracks.  Even in &amp;lt;b&amp;gt;Area Model&amp;lt;/b&amp;gt; layouts backdrops can be used to great advantage, as is aptly demonstrated  by Jango in &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; in which distant villages are skillfully rendered by short backdrops.&lt;br /&gt;
&lt;br /&gt;
Backdrops are provided as either object assets or spline assets. Because these assets are relatively easy to create and typically designed for specific purposes to match the developer&#039;s route, backdrops available on the DLS vary widely in subject and quality. &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Content_ManagerSearch Search]&amp;lt;/span&amp;gt; for &amp;quot;backdrop&amp;quot; in the DLS for access to an extensive number of offerings.&lt;br /&gt;
&lt;br /&gt;
A form of backdrop labeled a &amp;quot;&amp;lt;b&amp;gt;double rise&amp;lt;/b&amp;gt;&amp;quot; is created with the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool. A low hill or objects (for example trees or buildings) are used close by the tracks to obscure the land immediately beyond, which is made to slope downward, then rise up to create the illusion of far distant mountains or hills. The illusion is accomplished by using no objects or small objects to represent very distant trees on the far rise.  Painting and topography also contribute by using muted colors tending to more purple shades.  An example of this approach can be seen in the MSP route &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot;, where a distant snow-capped range is actually much closer to the tracks than would be possible in a narrow layout. The dip between the tracks and the far rise is obscured from view taking away from the viewer cues normally present to assess distance.      &lt;br /&gt;
&lt;br /&gt;
= Coloring (Painting) =&lt;br /&gt;
Coloring the landscape (&amp;quot;ground texturing&amp;quot;) is accomplished with the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Paint_Tools Paint Tool]&amp;lt;/span&amp;gt;&#039;&#039;&#039; &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt; tool. This tool opens a display of all the of the &amp;quot;paints&amp;quot; or tiles residing locally on your computer.  Each combines colors and textures (in 2D) providing hundreds of possible choices for painting the ground.  This tool is a paint brush with the ability, after selecting a tile, of enlarging the tile image (&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture scale &#039;Ctrl [/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;) and changing the tile orientation &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture direction &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;).  The diameter of the brush tool is set by the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Radius &#039;-/+&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dial. A &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get texture &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool turns on a pointer that, when clicked on a painted location on the map, loads the tile in the brush. The loaded tile is shown in the square directly above the &amp;quot;Radius&amp;quot; dial. If you locate a tile by typing a word/name in the box above the tile display columns, the square displaying the loaded tile does not work if you then select a tile using the selection tool, even though the selected tile is likely loaded into the brush. We say &amp;quot;likely&amp;quot; because a painted area can become a combination of several different tiles, with certain tiles dominating the selection tool to the exclusion of what is displayed.&lt;br /&gt;
&lt;br /&gt;
Once a selected tile is loaded, the image can be painted across the terrain. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. To the right of the cloud preview window and boxes to select ambient, sun, and water color is a vertical slider. Clicking on the green dot at the bottom of the time dial turns the slider on for midday.  Now adjust the slider to set a proper brightness; too bright, and your color tile selections will look washed out.&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
[[File:10-m-grid.jpg|300px|left|Baseboard with grid-size of 10-m]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
===Grid Size Effect===&lt;br /&gt;
One reason to not over utilize the 5-m grid size on a layout is the little difference selecting 5-m over 10-m makes for all but limited areas on a Route. Consider just two tiles; say ballast laid along a track cutting through grass.  On a 10-m grid, the ballast tends to flare out in triangles (depending upon the track angle relative to the underlying grid) or not appearing under the track at all in other places.  In the figure at left, the interaction of dry grass tiles and ballast tiles along the track in the distance shows triangles of ballast at 10-m grid setting. On a 5-m grid, this effect is much reduced, similar to that seen along the track in the foreground of the figure.  The ballast is more easily constrained to the vicinity of the track and the line between grass and ballast can be made closer to an expected line parallel with the rails. In essence, a 5-m grid does permit more precision in painting the ground color/texture where multiple colors/textures are interacting. This precision appears to be the only real advantage gained at the expense of an enhanced cost to performance, suggesting careful consideration of which baseboards might really benefit from having a 5-m grid setting. In fairness, the adverse rendering of adjacent tile interaction on a 10-m grid is less noticeable at low angles and can be ameliorated somewhat by using tiles having less contrast. &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Picking tile colors ==&lt;br /&gt;
The number of choices of coloring tiles is large, easily in the hundreds. Picking a suitable tile or combination of tiles is first a matter of deciding what sort of ground you wish to portray. The basic categories are going to be: vegetation, rock, bare soil, and water. Vegetation is likely to occupy the largest area of the map, except in very dry climates (e.g., deserts, dominated by bare soil) and rocky areas with thin soils. Water is discussed in more detail below under &amp;quot;Water Features&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Initially, decide on a suitable &amp;quot;theme&amp;quot; color best representative of the location and type of terrain you intend to emphasize (say, dry grassland) and paint broad areas with this theme color.  The purpose here is to unify your rout&#039;s overall look. Of course, you might have more than one theme color if patches are typical or hills look different than valleys or plains.&lt;br /&gt;
&lt;br /&gt;
=== Tile basics ===&lt;br /&gt;
Coloring the map surface is done by spreading small tiles over the map grid. We call these &amp;quot;tiles&amp;quot; because each is a usually six-sided pattern that is repeated &amp;lt;i&amp;gt;ad infinitum&amp;lt;/i&amp;gt; as it is laid down (painted). On the 10-m grid, the tool places a tile diagonally (NW to SE or NE to SW) only centered on the yellow grid intersections. You can control the area covered by the tool (&amp;lt;b&amp;gt;Radius &amp;quot;-/+&amp;quot;&amp;lt;/b&amp;gt;) and the pattern size (&amp;lt;b&amp;gt;Texture scale &amp;quot;Ctrl [/]&amp;quot;&amp;lt;/b&amp;gt;)&amp;amp;mdash;this is not the area covered, but an enlargement of the actual pattern. Available tiles range from plain color to complex patterns mimicking ground textures of all sorts. Many of these are very good and others, not so good. Because the painting involves laying tiles one after the other, &amp;lt;b&amp;gt;secondary patterns&amp;lt;/b&amp;gt; are almost inevitable. The better texture tiles avoid this.  If a created tile is even a little darker in one part than elsewhere, a secondary pattern will appear. How troublesome these secondary patterns are depends upon the viewed distance. Viewed from the cab, chase, or lineside cameras, secondary patterning is not a huge problem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Object and Spline Assets|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Water Features|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
= Water Features =&lt;br /&gt;
Of all the various landforms one can create, water features hold the greatest potential for enhancing scenery along a Route. And water is superbly rendered using the water tools found in Surveyor &#039;&#039;&#039;Topology - Get height&#039;&#039;&#039;.  Three tools are provided: &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Add water &#039;W&#039;, Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. An input box for setting water surface height is provided.  The &#039;&#039;Add water&#039;&#039; tool paints a surface in the same manner as coloring, described above.  However, the water surface has unique properties, the most significant being it is transparent and reflective. Improvements in rendering of these properties with each successive Trainz version has certainly been a major contribution to making a realistic CGI.&lt;br /&gt;
&lt;br /&gt;
Painting water establishes a level surface at the setting in the &#039;&#039;water surface height&#039;&#039; box. Expanding this surface always maintains the same height as long as you begin painting from the existing surface (no need to adjust the setting).  The  &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool adjust the entire connected surface all at once, but does not change any other water surfaces on the map not connected to the one being adjusted. Thus, you can create a series of lakes at different elevations so long as the water surfaces of each are not connected. Determine this independence by selecting &amp;lt;b&amp;gt;Wireframe View&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Display Menu&amp;lt;/b&amp;gt; (or pressing &amp;lt;b&amp;gt;F9&amp;lt;/b&amp;gt;). This displays the baseboard in white and the water surface(s) in grey, removing all the painted surfaces.  Use the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool to disconnect close-by water surfaces that you wish to set to different heights. Working upstream of a long river, you can progressively raise the surface of segments at points with rapids, waterfalls, or dams. Just be sure the water surface is broken at these points. An oddity built into the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool is that if you hold down the Shift-Key while raising or lowering the water surface, the surface becomes bendy, going up or down within a limited area, no longer representing a level surface. If you bend it too much, it snaps back to a level surface at some new height. There must be a use for this?&lt;br /&gt;
&lt;br /&gt;
=== Water Color ===&lt;br /&gt;
Because the water surface is transparent, the color of the water feature and/or the nature of the bottom can be established by coloring the underlaying board surface. Creating muddy water or an algae-colored pond then becomes a matter of selecting an underlying color producing the desired result. The intensity of these underwater paints is controlled NOT by the distance between the water surface and the baseboard (water depth), but by distance from a shore. Over a baseboard without coloring, water has a color based on settings as described in the next paragraph; the board grid shows through for a distance up to about 40 m (130 ft) from a shore.  Beyond that, the bottom fades away (no matter how colored) and water color darkens. This property is one of the great improvements made between TRS2012 and TRS2019 versions. Essentially, realistic deep water is built in and need not be rendered by painting the bottom with progressively darker color or physically lowering the surface (which never worked anyway).  Thus, the offshore bottom need not be any deeper than the nearshore shoaling.  Ocean depths are not rendered by grid depth or coloring; you can bother to color or not color deep water bottom.  See &amp;quot;ocean and large lakes&amp;quot; below to learn how to tweak the color of deep water on your route. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. Here you can set the color of your water features (one setting sets all).  Make sure the time dial is pointing straight down (noon) and click on the green dot below it.  Selecting any dot turns on the tools that establish the color ambiance of the Route at the time of day represented by the position of the green dot, but starting with noon is most influential for the daylight hours. The three boxes to the right of the cloud preview determine what the color dials will influence; the bottom box is &amp;lt;b&amp;gt;water color&amp;lt;/b&amp;gt;. Selecting that box and then tweaking the red, green, and blue color dials allows setting water color over a wide range.  The vertical slider to right sets the overall brightness of the scene (not just water).  A well illustrated description of setting water color is found at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Water_Colour Environment Tools - Water Colour]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Water Surface===&lt;br /&gt;
&lt;br /&gt;
In addition to transparency and reflectivity, the water surface in Trainz has a third unique property: that of water surface condition. Nine different &amp;quot;sea state&amp;quot; conditions are available under &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt;. Select &amp;lt;b&amp;gt;Environment&amp;lt;/b&amp;gt; (sun rising icon) and note &amp;lt;b&amp;gt;Water&amp;lt;/b&amp;gt; (2nd from bottom).  Click on the text window to produce a list of available options. If your water surface is showing behind the &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt; window, you will see instantly the effect of changing the water surface property from &amp;quot;glassy&amp;quot; through &amp;quot;rough&amp;quot;. The setting will apply to all the water surfaces created on your route, so you may have to compromise if you have both ocean and inland lake/pond water features. Click on &amp;quot;&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;&amp;quot; (top right)&amp;amp;mdash;your selection is saved and the window closed (see also &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Set_the_Water_Surface Environment Tools - Set Water Surface]&amp;lt;/span&amp;gt;).&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Two other choices (selected on the left) are &amp;lt;b&amp;gt;Environment -&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The water surface color is influenced by the sky. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rivers and Streams ===&lt;br /&gt;
Several options exist for rendering a river or stream on a route map. The most direct and perhaps easiest to create is a narrow, linear basin with a water surface. Painting the water surface confined by a topography of banks and detailed with appropriate bank and bottom coloring tiles produces a very satisfactory aquatic feature that can be lined with trees, shrubs, and/or grasses.  Important to remember in creating the course of the feature is to develop meanders and bends, minimizing long straight segments. &lt;br /&gt;
&lt;br /&gt;
In a landscape of topographic relief (mountainous), extending a linear feature with the level water surface may prove impractical, requiring that the water surface be broken up into unconnected segments that can rise step-like as the stream extends upslope.  A good example of how to &amp;quot;connect&amp;quot; these segments is provided in the MPS Route, &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot; where a wild river is depicted flowing from tributaries and lakes down to a coastal estuary. &lt;br /&gt;
&lt;br /&gt;
=== Ocean and large lakes ===&lt;br /&gt;
Sea coasts and large lakes are extensive water features extending out to a distant horizon.  Several baseboards out is sufficient, unless higher elevation views are anticipated (for example, a track laid well above the shore).  Because depth does not influence the appearance of the water body (see &amp;quot;water color&amp;quot; above), the ocean or lake baseboard  can be a level surface only a little below the water surface. Coloring the board is optional, except close to the shore where the map grid (&amp;quot;Grid (PBR)&amp;quot;) is visible.   If the &amp;quot;horizon&amp;quot;&amp;amp;mdash;the outermost baseboard&amp;amp;mdash;is kept to a line of baseboards oriented east-west or north-south, the appearance will be a natural one blending into the sky. However, if these horizon baseboards jog inward or outward, the sides of one or more baseboards (which are actually three dimensional blocks) will be seen (&amp;quot;World Edge&amp;quot; effect) from some points on the land. Pushing the horizon further out will reduce this obvious break in the horizon line to some degree, but not completely eliminate it. Placing a far shore (or another land) or an appropriate backdrop can solve this problem. &lt;br /&gt;
&lt;br /&gt;
It is possible to overcome the disappearance of bottom with distance from shore and, for example, create an offshore reef or shoal or just extensive shallow water with a unique bottom type or color.  Choose an area to create this and raise the bottom to just &amp;lt;u&amp;gt;above&amp;lt;/u&amp;gt; the water surface using the &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; tool set at low sensitivity. Then lower the area (&amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool) to just &amp;lt;u&amp;gt;below&amp;lt;/u&amp;gt; the water surface; the grid (or bottom color) will disappear. Now, click anywhere on the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool.  This has the effect of resetting the display relationship between the water surface and the bottom for the entire baseboard. The shoaled area, without any shore, will reappear and can be colored as sand or mud.  You can expand the shoal with the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool set at high sensitivity and wide radius. Although it may appear that nothing is happening as you do this, clicking the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool will reveal the change you are making. Switching to &amp;lt;b&amp;gt;Map View&amp;lt;/b&amp;gt; under the Camera Menu will show the bottom display as light blue for deep water (bottom not visible), light grey for visible but fading bottom, and dark grey (or some color if not &amp;quot;Grid (PBR)&amp;quot;) for shoal bottom.  Curiously, returning these areas to &amp;quot;deep water&amp;quot; will remove the shoal, but have no impact on the color scheme displayed in Map View (in Trainz Plus; could be adjusted in earlier Trainz builds).&lt;br /&gt;
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&amp;lt;td width=25&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Y&amp;lt;/font&amp;gt;ou can spot in tiles with white (for example, &amp;quot;ALWater 2&amp;quot;) to mimic waves breaking along a shore. Other mostly white paints can mimic crashing waves or rough water. The paint &amp;quot;MineralWater3&amp;quot; produces an intense aquamarine with a pattern of waves.&amp;lt;/td&amp;gt;&lt;br /&gt;
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=Problems=&lt;br /&gt;
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*&amp;lt;i&amp;gt;.... List problems here&amp;lt;/i&amp;gt;&lt;br /&gt;
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Using the shortcut key, cap &#039;S&#039;, will crash the program in versions of &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt; earlier than Build 114800. Problem is fixed by updating to TRS2019 SP4.&lt;br /&gt;
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The &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; tool discussed above to set ambient brightness and water color lacks a &amp;quot;save&amp;quot; button. To complete your actions and presumably &amp;quot;save&amp;quot; your settings, you can only close the window. However, this action alone will &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; save your settings. Before closing surveyor you must make some other change to the map board, then save the session.&lt;br /&gt;
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=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
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[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30608</id>
		<title>How to Make Good Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30608"/>
		<updated>2021-11-03T02:51:59Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Change to a &amp;quot;tip&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz aficionados are a diverse group with varied interests in one or more of the multiple aspects of this game.  Developing the scenery that surrounds the tracks is one such aspect, but one that only a few have really mastered.  This How-To page will introduce those interested in improving the look of their route to techniques they can learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For every route builder, the first consideration is achieving a scenery consistent with the landscape they are mimicking.  Choice of objects, particularly vegetation (types of trees, for example.), is perhaps primary but topography&amp;amp;mdash;creating the terrain of hills, mountains, gullies, etc.&amp;amp;mdash;is of equal importance and should be the starting point for a new route or expansion of an existing route.  Another rule requiring consideration is the &amp;quot;decrease detail with distance&amp;quot; rule. The computer will attempt to render everything you have added within a scene, a scene that is constantly moving with the train being operated. Great detail may be called for close to the track, but not at distances far from the track; details should decrease with distance on the premise that no one is really going to notice them, no matter how much fun they might be to create, and rendering them places a cost on performance.&lt;br /&gt;
&lt;br /&gt;
= Layout =&lt;br /&gt;
&lt;br /&gt;
The first thing to understand about layout of a Route is the &amp;lt;b&amp;gt;ground type&amp;lt;/b&amp;gt;. From TS2009 onward, Trainz releases have included two ground types:&lt;br /&gt;
* &#039;&#039;&#039;classic, 10-m grid&#039;&#039;&#039; - the original Trainz ground type and the default;&lt;br /&gt;
* &#039;&#039;&#039;classic, 5-m grid&#039;&#039;&#039; - ground type using the classic texturing technique, but storing four times the number of sample points.&lt;br /&gt;
The 5-m grid is great for fine detail close to the track but, as always, with an increase in detail comes a potential impact on performance. A mix of 10- and 5-m grids can be utilized: the 5-m grid used near the track where high detail is desirable, the 10-m grid in all other places. Implementing grid type is discussed elsewhere (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Ground_Types Ground Types]&amp;lt;/span&amp;gt;&#039;&#039;) but realize that the grid type is set independently for each [[baseboard]] and not some portion of a baseboard.  Only the &amp;lt;b&amp;gt;Paint&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tools are impacted by the grid size setting. &lt;br /&gt;
&lt;br /&gt;
With respect to the layout of a Route or Map, Trainz users tend to follow one of two models: the &#039;&#039;&#039;Linear&#039;&#039;&#039; model or the &#039;&#039;&#039;Area&#039;&#039;&#039; model.  Placement of [[baseboard]]s end to end allows the Linear model to develop long track runs with minimal effort. An excellent example is &amp;quot;Belarusian woodland&amp;quot; by Oleg Khim.  The Area model (a large map of many baseboard squares) takes more effort but can better render distant scenery.  Excellent examples of this style are &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; by jango and &amp;quot;Bodmin &amp;amp; Wenford Railway TRS2019&amp;quot; by marky7890. The two layouts styles are sometimes combined: area style layouts used for places of cities, dense industries, and complex train yards connected by long runs of linear style layouts. An example approaching this mixed style is &amp;quot;Coal Country&amp;quot; by Scratchy and &amp;quot;Rodnye Prostory - SND&amp;quot; by TrainzLagutin 1995.  Note that layout choice is independent of prototypical vs. imaginary route design. However, scenery choices will be influenced by the model you choose to employ.&lt;br /&gt;
&lt;br /&gt;
With the Linear model, the edge of the baseboard is always a short distance away from the track, dictating specific scenery choices to obscure this fact from the view of the train. The Area model is especially suitable to creating  mountainous country, such as depicted in &amp;quot;TRS19 Canadian Rocky Mountains - Viktor Lake to Ross Peak &amp;amp; Glacier&amp;quot; by RoysTrainz. Mountains that rise high above the track elevation require space to gain that elevation without displaying unreal slopes  and &amp;quot;TRS2019 Canadian Rocky Mountains Ottertail to Castle Jct&amp;quot; by RoysTrainz shows just how big a map is needed to provide massive mountain peaks. The Area model can also be used to compress a lot of track in a small baseboard set by separating track areas with tall features (hills or backdrops). This layout &amp;quot;folds&amp;quot; a Linear track into an Area layout following techniques used by model railroad builders/designers. &lt;br /&gt;
&lt;br /&gt;
===Edge of World ===&lt;br /&gt;
No matter the size of the layout developed, the reality is your world map will have an edge.  If a square or rectangular configuration of baseboards is maintained with expansion, this edge will simply appear as the end of the world so long as your viewpoint remains on the map. However, with the &amp;lt;b&amp;gt;Linear&amp;lt;/b&amp;gt; style especially, maintaining a rectangular or square map is not possible for routes of any size. On flat terrain, the view from close to the tracks can show the sides of baseboards at the margins in what has been dubbed the &amp;quot;world edge effect&amp;quot;. Fortunately, this problem can be reduced or avoided in a number of different ways. Here, we list the following aids to hide the &amp;quot;world edge&amp;quot;:&lt;br /&gt;
* behind scenery objects;&lt;br /&gt;
* behind backdrops or a &amp;quot;double rise&amp;quot; (topography);&lt;br /&gt;
* behind higher elevation topography (hills or mountains);&lt;br /&gt;
* by extending water (ocean or large lake) to the &amp;quot;horizon&amp;quot;.&lt;br /&gt;
Each is discussed below under the appropriate subject. &lt;br /&gt;
&lt;br /&gt;
= Hills and Valleys =&lt;br /&gt;
&lt;br /&gt;
Enhancing topography changes a flat baseboard into one with hills and valleys, opening up opportunities for road and railroad cuts, viaducts and bridges, and, of course, tunnels.  Varied topography establishes glimpses of the wider world as a train moves down the track.  Of course, a generally flat terrain is realistic for many parts of the world and certainly not a &#039;bad&#039; thing. Topography on a Route is developed using the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology tool]&#039;&#039;&#039;&amp;lt;/span&amp;gt; in Surveyor mode (correct term would be &amp;quot;topography&amp;quot;).  The top row in this tool menu has settings for &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;A&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.  These settings determine what the topography tool will do when applied to the surface of the map and a selection must be made before the tool will work. However, before applying, set the radius and sensitivity of the tool with the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Cursor radius &#039;+/-&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sensitivity &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dials, respectively.  The next row has additional settings, the most useful of which is on the right: the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting.  The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get height &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting appears to do nothing in Trainz2019. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Use height &#039;H&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting  sets the topography tool to draw the ground at the height setting entered in the box to the left. &lt;br /&gt;
&lt;br /&gt;
The process of creating a varied terrain starts by raising (and perhaps lowering) the ground surface using moderate radius and sensitivity settings (or higher settings to create mountainous topography). Practice using different settings for radius and sensitivity to develop skill in using this tool.  Once the basic terrain has been established, the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting can be an excellent smoothing tool, even on sloped ground.  Set the sensitivity high and the radius on however large an area is to be smoothed (best results are achieved using a high radius setting).  The Plateau setting uses the elevation at the tool center; moving it quickly over a limited area and regularly resetting the center point will change a rough surface into a smooth slope. Moving the tool along a contour works best.  Again, practice  is necessary to acquire this skill.  Assuming your tracks are already in place, this setting (with radius set at small) allows you to bring slopes in close for realistic cuts or fills near the line. &lt;br /&gt;
&lt;br /&gt;
All land is the result of the forces of erosion and gravity acting upon some earlier (geologically earlier) uplift. You can raise up the land, but fine tuning is then applied for a more realistic look and this entails removing portions of the uplift. Steeper slopes (cliffs) represent more resistant material: that is, rock; but mass-wasting (localized landslides) can create a cliff in more easily eroded material.  Indeed, concave slopes present a picture of substantial, on-going erosion whereas convex slopes are more often seen in late-stage eroded landscapes (hills and gentle valleys). However, these are generalizations and slope form is highly varied in most regions. The tool settings of &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; are used to shape the land, usually at small to medium radius and medium sensitivity settings.  Height up &#039;U&#039; produces a convex surface and Height down &#039;D&#039; produces a concave surface where applied to a slope.&lt;br /&gt;
&lt;br /&gt;
Very fine adjustments around tracks, roads, or buildings require putting radius and sensitivity at their lowest settings and clicking as needed to adjust the land height in relation to the object. Two things need be understood in applying this action, foremost of which is the fact that only clicking directly on a grid vertex point will cause the ground to rise or fall.  If hidden by ground texture, you may need to move around a bit to find the &amp;quot;sweet spot&amp;quot;.  Secondly, raising or lowering the ground may also raise or lower the object, requiring later height adjustment.  However, for spline objects, if the height as been set (the white spinning circle changed to a yellow spinning circle) adjustment of the ground surface will not effect the spline vertex.&lt;br /&gt;
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&amp;lt;td width=25&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;A&amp;lt;/font&amp;gt;djusting the ground height around a spline vertex can be frustrating if you have not first &amp;quot;fixed&amp;quot; the vertex height.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
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&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Layout|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Coloring_(Painting)|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Object and Spline Assets =&lt;br /&gt;
Two types of assets exist in Trainz: &amp;lt;b&amp;gt;objects&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;splines&amp;lt;/b&amp;gt;.  In surveyor mode, scenery objects are added and manipulated using the Objects Menu reached by clicking on the &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt; tab. Tracks and objects directly related to tracks are dealt with separately under the &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; tab. For explanations on the various tools and settings provided see pages describing the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Objects_Tab Objects Tab]&amp;lt;/span&amp;gt; and &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Track_Tools Tracks Tab]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Spline Shadows===&lt;br /&gt;
Implementation of shadows cast by objects was one of the great steps forward made by Trainz to render a realistic GUI.  Certain objects, notably spline objects with a low profile (such as roads and tracks) should not, of course, cast a shadow. To avoid this problem, the spline must be set down tight against the ground; any gap between the spline and the ground will appear as a dark line (a shadow).  Spline objects conform to variations in slope as the spline is laid, but fixing the spline points (this changes the vertex from a white to a yellow rotating circle) with the &amp;lt;b&amp;gt;Adjust spline height &#039;H&amp;quot;&amp;lt;/b&amp;gt; setting in &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;Spline height &#039;H&#039; &amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;&#039;Spline mode &#039;S&#039;&amp;lt;/b&amp;gt; for &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt;) removes ground conforming between the points.  Small rises now bury the spline and small dips produce a shadow. On a perfectly level board, these particular problems do not occur, although many spline objects will still cast a shadow if not height adjust. The solution is to bring the spline segments back into close conformance with the ground. Two possible approaches &amp;amp;mdash;adjust the spline height or adjust the ground height&amp;amp;mdash;may both need to be utilized wherever on a Route the shadowing is clearly observable.&lt;br /&gt;
&lt;br /&gt;
A first step is to use the &amp;lt;b&amp;gt;&#039;Smooth spline &#039;S&#039;&amp;lt;/b&amp;gt; tool found in the &amp;lt;b&amp;gt;Advanced&amp;lt;/b&amp;gt; section of the Spline Mode menu (same tool is &amp;lt;b&amp;gt;Smooth spline height &#039;S&#039;&amp;lt;/b&amp;gt; in the advanced tools for &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt;). This tool corrects the terrain topography under the spline segment (section between two vertices) clicked on.  The spline is smoothed and the ground brought into conformance with the spline.  But this conformance may or may not eliminate a shadow, depending on the particular asset, as many are created to lie slightly above the ground. The next step is to apply the &amp;lt;b&amp;gt;&#039;Spline height &#039;H&#039;&amp;lt;/b&amp;gt; tool under Advanced )&amp;lt;b&amp;gt;Adjust spline height &#039;H&#039;&amp;lt;/b&amp;gt; for track splines), lowering the vertices while holding down the CTRL key (allows very fine adjustments).  Using the Smooth spline height tool may not be desirable in some situations, as it has an impact over topography some distance from the spline (may level the ground too far out from the road or track). In this case, the ground will need to be raised up to the spline to eliminate the shadow. The tool used is &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Topolgy&amp;lt;/b&amp;gt; menu, putting both Radius and Sensitivity on the absolute lowest settings. The &amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool may need to be employed to make adjustments.  Realize, both tools only operate if clicked on a grid vertex, having no effect if clicked away from a vertex. The tools raise or lower a vertex and the ground &amp;quot;follows&amp;quot; as a surface determined by the surrounding vertices.&lt;br /&gt;
&lt;br /&gt;
Achieving &amp;quot;no shadow&amp;quot; may be impossible in some small parts of a segment due to bending of the spline. Moving the spline point closer to a grid vertex may help. Using spline assets with &amp;quot;skirts&amp;quot; (for example, ballast in track splines) certainly makes the process easier as these have greater height latitude. Simply hiding conspicuous shadows with a grass asset or placing an object like a car on the shadow are other options.&lt;br /&gt;
&lt;br /&gt;
===Backdrops===&lt;br /&gt;
&#039;&#039;&#039;Backdrops&#039;&#039;&#039; are used to create the illusion of distant terrain, enabling builders to set up landscaped horizons such as mountains and cityscapes quicker and with less impact to the frame-rate. To achieve this, a backdrop has a much greater draw distance than other scenery assets so that it is visible from far away (5 km or ~5000 yds). Backdrops are valuable with layouts based on the &amp;lt;b&amp;gt;Linear Model&amp;lt;/b&amp;gt;, particularly where there is minimal topography (steppes and plains), obviating the need to add map squares to create a sense of distance beyond the tracks.  Even in &amp;lt;b&amp;gt;Area Model&amp;lt;/b&amp;gt; layouts backdrops can be used to great advantage, as is aptly demonstrated  by Jango in &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; in which distant villages are skillfully rendered by short backdrops.&lt;br /&gt;
&lt;br /&gt;
Backdrops are provided as either object assets or spline assets. Because these assets are relatively easy to create and typically designed for specific purposes to match the developer&#039;s route, backdrops available on the DLS vary widely in subject and quality. &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Content_ManagerSearch Search]&amp;lt;/span&amp;gt; for &amp;quot;backdrop&amp;quot; in the DLS for access to an extensive number of offerings.&lt;br /&gt;
&lt;br /&gt;
A form of backdrop labeled a &amp;quot;&amp;lt;b&amp;gt;double rise&amp;lt;/b&amp;gt;&amp;quot; is created with the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool. A low hill or objects (for example trees or buildings) are used close by the tracks to obscure the land immediately beyond, which is made to slope downward, then rise up to create the illusion of far distant mountains or hills. The illusion is accomplished by using no objects or small objects to represent very distant trees on the far rise.  Painting and topography also contribute by using muted colors tending to more purple shades.  An example of this approach can be seen in the MSP route &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot;, where a distant snow-capped range is actually much closer to the tracks than would be possible in a narrow layout. The dip between the tracks and the far rise is obscured from view taking away from the viewer cues normally present to assess distance.      &lt;br /&gt;
&lt;br /&gt;
= Coloring (Painting) =&lt;br /&gt;
Coloring the landscape (&amp;quot;ground texturing&amp;quot;) is accomplished with the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Paint_Tools Paint Tool]&amp;lt;/span&amp;gt;&#039;&#039;&#039; &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt; tool. This tool opens a display of all the of the &amp;quot;paints&amp;quot; or tiles residing locally on your computer.  Each combines colors and textures (in 2D) providing hundreds of possible choices for painting the ground.  This tool is a paint brush with the ability, after selecting a tile, of enlarging the tile image (&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture scale &#039;Ctrl [/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;) and changing the tile orientation &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture direction &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;).  The diameter of the brush tool is set by the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Radius &#039;-/+&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dial. A &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get texture &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool turns on a pointer that, when clicked on a painted location on the map, loads the tile in the brush. The loaded tile is shown in the square directly above the &amp;quot;Radius&amp;quot; dial. If you locate a tile by typing a word/name in the box above the tile display columns, the square displaying the loaded tile does not work if you then select a tile using the selection tool, even though the selected tile is likely loaded into the brush. We say &amp;quot;likely&amp;quot; because a painted area can become a combination of several different tiles, with certain tiles dominating the selection tool to the exclusion of what is displayed.&lt;br /&gt;
&lt;br /&gt;
Once a selected tile is loaded, the image can be painted across the terrain. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. To the right of the cloud preview window and boxes to select ambient, sun, and water color is a vertical slider. Clicking on the green dot at the bottom of the time dial turns the slider on for midday.  Now adjust the slider to set a proper brightness; too bright, and your color tile selections will look washed out.&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
[[File:10-m-grid.jpg|300px|left|Baseboard with grid-size of 10-m]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
===Grid Size Effect===&lt;br /&gt;
One reason to not over utilize the 5-m grid size on a layout is the little difference selecting 5-m over 10-m makes for all but limited areas on a Route. Consider just two tiles; say ballast laid along a track cutting through grass.  On a 10-m grid, the ballast tends to flare out in triangles (depending upon the track angle relative to the underlying grid) or not appearing under the track at all in other places.  In the figure at left, the interaction of dry grass tiles and ballast tiles along the track in the distance shows triangles of ballast at 10-m grid setting. On a 5-m grid, this effect is much reduced, similar to that seen along the track in the foreground of the figure.  The ballast is more easily constrained to the vicinity of the track and the line between grass and ballast can be made closer to an expected line parallel with the rails. In essence, a 5-m grid does permit more precision in painting the ground color/texture where multiple colors/textures are interacting. This precision appears to be the only real advantage gained at the expense of an enhanced cost to performance, suggesting careful consideration of which baseboards might really benefit from having a 5-m grid setting. In fairness, the adverse rendering of adjacent tile interaction on a 10-m grid is less noticeable at low angles and can be ameliorated somewhat by using tiles having less contrast. &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Picking tile colors ==&lt;br /&gt;
The number of choices of coloring tiles is large, easily in the hundreds. Picking a suitable tile or combination of tiles is first a matter of deciding what sort of ground you wish to portray. The basic categories are going to be: vegetation, rock, bare soil, and water. Vegetation is likely to occupy the largest area of the map, except in very dry climates (e.g., deserts, dominated by bare soil) and rocky areas with thin soils. Water is discussed in more detail below under &amp;quot;Water Features&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Initially, decide on a suitable &amp;quot;theme&amp;quot; color best representative of the location and type of terrain you intend to emphasize (say, dry grassland) and paint broad areas with this theme color.  The purpose here is to unify your rout&#039;s overall look. Of course, you might have more than one theme color if patches are typical or hills look different than valleys or plains.&lt;br /&gt;
&lt;br /&gt;
=== Tile basics ===&lt;br /&gt;
Coloring the map surface is done by spreading small tiles over the map grid. We call these &amp;quot;tiles&amp;quot; because each is a usually six-sided pattern that is repeated &amp;lt;i&amp;gt;ad infinitum&amp;lt;/i&amp;gt; as it is laid down (painted). On the 10-m grid, the tool places a tile diagonally (NW to SE or NE to SW) only centered on the yellow grid intersections. You can control the area covered by the tool (&amp;lt;b&amp;gt;Radius &amp;quot;-/+&amp;quot;&amp;lt;/b&amp;gt;) and the pattern size (&amp;lt;b&amp;gt;Texture scale &amp;quot;Ctrl [/]&amp;quot;&amp;lt;/b&amp;gt;)&amp;amp;mdash;this is not the area covered, but an enlargement of the actual pattern. Available tiles range from plain color to complex patterns mimicking ground textures of all sorts. Many of these are very good and others, not so good. Because the painting involves laying tiles one after the other, &amp;lt;b&amp;gt;secondary patterns&amp;lt;/b&amp;gt; are almost inevitable. The better texture tiles avoid this.  If a created tile is even a little darker in one part than elsewhere, a secondary pattern will appear. How troublesome these secondary patterns are depends upon the viewed distance. Viewed from the cab, chase, or lineside cameras, secondary patterning is not a huge problem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Coloring_(Painting)|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Problems|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
= Water Features =&lt;br /&gt;
Of all the various landforms one can create, water features hold the greatest potential for enhancing scenery along a Route. And water is superbly rendered using the water tools found in Surveyor &#039;&#039;&#039;Topology - Get height&#039;&#039;&#039;.  Three tools are provided: &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Add water &#039;W&#039;, Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. An input box for setting water surface height is provided.  The &#039;&#039;Add water&#039;&#039; tool paints a surface in the same manner as coloring, described above.  However, the water surface has unique properties, the most significant being it is transparent and reflective. Improvements in rendering of these properties with each successive Trainz version has certainly been a major contribution to making a realistic CGI.&lt;br /&gt;
&lt;br /&gt;
Painting water establishes a level surface at the setting in the &#039;&#039;water surface height&#039;&#039; box. Expanding this surface always maintains the same height as long as you begin painting from the existing surface (no need to adjust the setting).  The  &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool adjust the entire connected surface all at once, but does not change any other water surfaces on the map not connected to the one being adjusted. Thus, you can create a series of lakes at different elevations so long as the water surfaces of each are not connected. Determine this independence by selecting &amp;lt;b&amp;gt;Wireframe View&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Display Menu&amp;lt;/b&amp;gt; (or pressing &amp;lt;b&amp;gt;F9&amp;lt;/b&amp;gt;). This displays the baseboard in white and the water surface(s) in grey, removing all the painted surfaces.  Use the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool to disconnect close-by water surfaces that you wish to set to different heights. Working upstream of a long river, you can progressively raise the surface of segments at points with rapids, waterfalls, or dams. Just be sure the water surface is broken at these points. An oddity built into the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool is that if you hold down the Shift-Key while raising or lowering the water surface, the surface becomes bendy, going up or down within a limited area, no longer representing a level surface. If you bend it too much, it snaps back to a level surface at some new height. There must be a use for this?&lt;br /&gt;
&lt;br /&gt;
=== Water Color ===&lt;br /&gt;
Because the water surface is transparent, the color of the water feature and/or the nature of the bottom can be established by coloring the underlaying board surface. Creating muddy water or an algae-colored pond then becomes a matter of selecting an underlying color producing the desired result. The intensity of these underwater paints is controlled NOT by the distance between the water surface and the baseboard (water depth), but by distance from a shore. Over a baseboard without coloring, water has a color based on settings as described in the next paragraph; the board grid shows through for a distance up to about 40 m (130 ft) from a shore.  Beyond that, the bottom fades away (no matter how colored) and water color darkens. This property is one of the great improvements made between TRS2012 and TRS2019 versions. Essentially, realistic deep water is built in and need not be rendered by painting the bottom with progressively darker color or physically lowering the surface (which never worked anyway).  Thus, the offshore bottom need not be any deeper than the nearshore shoaling.  Ocean depths are not rendered by grid depth or coloring; you can bother to color or not color deep water bottom.  See &amp;quot;ocean and large lakes&amp;quot; below to learn how to tweak the color of deep water on your route. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. Here you can set the color of your water features (one setting sets all).  Make sure the time dial is pointing straight down (noon) and click on the green dot below it.  Selecting any dot turns on the tools that establish the color ambiance of the Route at the time of day represented by the position of the green dot, but starting with noon is most influential for the daylight hours. The three boxes to the right of the cloud preview determine what the color dials will influence; the bottom box is &amp;lt;b&amp;gt;water color&amp;lt;/b&amp;gt;. Selecting that box and then tweaking the red, green, and blue color dials allows setting water color over a wide range.  The vertical slider to right sets the overall brightness of the scene (not just water).  A well illustrated description of setting water color is found at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Water_Colour Environment Tools - Water Colour]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Water Surface===&lt;br /&gt;
&lt;br /&gt;
In addition to transparency and reflectivity, the water surface in Trainz has a third unique property: that of water surface condition. Nine different &amp;quot;sea state&amp;quot; conditions are available under &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt;. Select &amp;lt;b&amp;gt;Environment&amp;lt;/b&amp;gt; (sun rising icon) and note &amp;lt;b&amp;gt;Water&amp;lt;/b&amp;gt; (2nd from bottom).  Click on the text window to produce a list of available options. If your water surface is showing behind the &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt; window, you will see instantly the effect of changing the water surface property from &amp;quot;glassy&amp;quot; through &amp;quot;rough&amp;quot;. The setting will apply to all the water surfaces created on your route, so you may have to compromise if you have both ocean and inland lake/pond water features. Click on &amp;quot;&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;&amp;quot; (top right)&amp;amp;mdash;your selection is saved and the window closed (see also &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Set_the_Water_Surface Environment Tools - Set Water Surface]&amp;lt;/span&amp;gt;).&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Two other choices (selected on the left) are &amp;lt;b&amp;gt;Environment -&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The water surface color is influenced by the sky. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rivers and Streams ===&lt;br /&gt;
Several options exist for rendering a river or stream on a route map. The most direct and perhaps easiest to create is a narrow, linear basin with a water surface. Painting the water surface confined by a topography of banks and detailed with appropriate bank and bottom coloring tiles produces a very satisfactory aquatic feature that can be lined with trees, shrubs, and/or grasses.  Important to remember in creating the course of the feature is to develop meanders and bends, minimizing long straight segments. &lt;br /&gt;
&lt;br /&gt;
In a landscape of topographic relief (mountainous), extending a linear feature with the level water surface may prove impractical, requiring that the water surface be broken up into unconnected segments that can rise step-like as the stream extends upslope.  A good example of how to &amp;quot;connect&amp;quot; these segments is provided in the MPS Route, &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot; where a wild river is depicted flowing from tributaries and lakes down to a coastal estuary. &lt;br /&gt;
&lt;br /&gt;
=== Ocean and large lakes ===&lt;br /&gt;
Sea coasts and large lakes are extensive water features extending out to a distant horizon.  Several baseboards out is sufficient, unless higher elevation views are anticipated (for example, a track laid well above the shore).  Because depth does not influence the appearance of the water body (see &amp;quot;water color&amp;quot; above), the ocean or lake baseboard  can be a level surface only a little below the water surface. Coloring the board is optional, except close to the shore where the map grid (&amp;quot;Grid (PBR)&amp;quot;) is visible.   If the &amp;quot;horizon&amp;quot;&amp;amp;mdash;the outermost baseboard&amp;amp;mdash;is kept to a line of baseboards oriented east-west or north-south, the appearance will be a natural one blending into the sky. However, if these horizon baseboards jog inward or outward, the sides of one or more baseboards (which are actually three dimensional blocks) will be seen (&amp;quot;World Edge&amp;quot; effect) from some points on the land. Pushing the horizon further out will reduce this obvious break in the horizon line to some degree, but not completely eliminate it. Placing a far shore (or another land) or an appropriate backdrop can solve this problem. &lt;br /&gt;
&lt;br /&gt;
It is possible to overcome the disappearance of bottom with distance from shore and, for example, create an offshore reef or shoal or just extensive shallow water with a unique bottom type or color.  Choose an area to create this and raise the bottom to just &amp;lt;u&amp;gt;above&amp;lt;/u&amp;gt; the water surface using the &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; tool set at low sensitivity. Then lower the area (&amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool) to just &amp;lt;u&amp;gt;below&amp;lt;/u&amp;gt; the water surface; the grid (or bottom color) will disappear. Now, click anywhere on the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool.  This has the effect of resetting the display relationship between the water surface and the bottom for the entire baseboard. The shoaled area, without any shore, will reappear and can be colored as sand or mud.  You can expand the shoal with the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool set at high sensitivity and wide radius. Although it may appear that nothing is happening as you do this, clicking the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool will reveal the change you are making. Switching to &amp;lt;b&amp;gt;Map View&amp;lt;/b&amp;gt; under the Camera Menu will show the bottom display as light blue for deep water (bottom not visible), light grey for visible but fading bottom, and dark grey (or some color if not &amp;quot;Grid (PBR)&amp;quot;) for shoal bottom.  Curiously, returning these areas to &amp;quot;deep water&amp;quot; will remove the shoal, but have no impact on the color scheme displayed in Map View (in Trainz Plus; could be adjusted in earlier Trainz builds).&lt;br /&gt;
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=Problems=&lt;br /&gt;
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*&amp;lt;i&amp;gt;.... List problems here&amp;lt;/i&amp;gt;&lt;br /&gt;
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Using the shortcut key, cap &#039;S&#039;, will crash the program in versions of &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt; earlier than Build 114800. Problem is fixed by updating to TRS2019 SP4.&lt;br /&gt;
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The &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; tool discussed above to set ambient brightness and water color lacks a &amp;quot;save&amp;quot; button. To complete your actions and presumably &amp;quot;save&amp;quot; your settings, you can only close the window. However, this action alone will &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; save your settings. Before closing surveyor you must make some other change to the map board, then save the session.&lt;br /&gt;
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=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
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[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30607</id>
		<title>How to Make Good Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30607"/>
		<updated>2021-11-03T02:42:04Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Ideas for creating better topography&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz aficionados are a diverse group with varied interests in one or more of the multiple aspects of this game.  Developing the scenery that surrounds the tracks is one such aspect, but one that only a few have really mastered.  This How-To page will introduce those interested in improving the look of their route to techniques they can learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For every route builder, the first consideration is achieving a scenery consistent with the landscape they are mimicking.  Choice of objects, particularly vegetation (types of trees, for example.), is perhaps primary but topography&amp;amp;mdash;creating the terrain of hills, mountains, gullies, etc.&amp;amp;mdash;is of equal importance and should be the starting point for a new route or expansion of an existing route.  Another rule requiring consideration is the &amp;quot;decrease detail with distance&amp;quot; rule. The computer will attempt to render everything you have added within a scene, a scene that is constantly moving with the train being operated. Great detail may be called for close to the track, but not at distances far from the track; details should decrease with distance on the premise that no one is really going to notice them, no matter how much fun they might be to create, and rendering them places a cost on performance.&lt;br /&gt;
&lt;br /&gt;
= Layout =&lt;br /&gt;
&lt;br /&gt;
The first thing to understand about layout of a Route is the &amp;lt;b&amp;gt;ground type&amp;lt;/b&amp;gt;. From TS2009 onward, Trainz releases have included two ground types:&lt;br /&gt;
* &#039;&#039;&#039;classic, 10-m grid&#039;&#039;&#039; - the original Trainz ground type and the default;&lt;br /&gt;
* &#039;&#039;&#039;classic, 5-m grid&#039;&#039;&#039; - ground type using the classic texturing technique, but storing four times the number of sample points.&lt;br /&gt;
The 5-m grid is great for fine detail close to the track but, as always, with an increase in detail comes a potential impact on performance. A mix of 10- and 5-m grids can be utilized: the 5-m grid used near the track where high detail is desirable, the 10-m grid in all other places. Implementing grid type is discussed elsewhere (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Ground_Types Ground Types]&amp;lt;/span&amp;gt;&#039;&#039;) but realize that the grid type is set independently for each [[baseboard]] and not some portion of a baseboard.  Only the &amp;lt;b&amp;gt;Paint&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tools are impacted by the grid size setting. &lt;br /&gt;
&lt;br /&gt;
With respect to the layout of a Route or Map, Trainz users tend to follow one of two models: the &#039;&#039;&#039;Linear&#039;&#039;&#039; model or the &#039;&#039;&#039;Area&#039;&#039;&#039; model.  Placement of [[baseboard]]s end to end allows the Linear model to develop long track runs with minimal effort. An excellent example is &amp;quot;Belarusian woodland&amp;quot; by Oleg Khim.  The Area model (a large map of many baseboard squares) takes more effort but can better render distant scenery.  Excellent examples of this style are &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; by jango and &amp;quot;Bodmin &amp;amp; Wenford Railway TRS2019&amp;quot; by marky7890. The two layouts styles are sometimes combined: area style layouts used for places of cities, dense industries, and complex train yards connected by long runs of linear style layouts. An example approaching this mixed style is &amp;quot;Coal Country&amp;quot; by Scratchy and &amp;quot;Rodnye Prostory - SND&amp;quot; by TrainzLagutin 1995.  Note that layout choice is independent of prototypical vs. imaginary route design. However, scenery choices will be influenced by the model you choose to employ.&lt;br /&gt;
&lt;br /&gt;
With the Linear model, the edge of the baseboard is always a short distance away from the track, dictating specific scenery choices to obscure this fact from the view of the train. The Area model is especially suitable to creating  mountainous country, such as depicted in &amp;quot;TRS19 Canadian Rocky Mountains - Viktor Lake to Ross Peak &amp;amp; Glacier&amp;quot; by RoysTrainz. Mountains that rise high above the track elevation require space to gain that elevation without displaying unreal slopes  and &amp;quot;TRS2019 Canadian Rocky Mountains Ottertail to Castle Jct&amp;quot; by RoysTrainz shows just how big a map is needed to provide massive mountain peaks. The Area model can also be used to compress a lot of track in a small baseboard set by separating track areas with tall features (hills or backdrops). This layout &amp;quot;folds&amp;quot; a Linear track into an Area layout following techniques used by model railroad builders/designers. &lt;br /&gt;
&lt;br /&gt;
===Edge of World ===&lt;br /&gt;
No matter the size of the layout developed, the reality is your world map will have an edge.  If a square or rectangular configuration of baseboards is maintained with expansion, this edge will simply appear as the end of the world so long as your viewpoint remains on the map. However, with the &amp;lt;b&amp;gt;Linear&amp;lt;/b&amp;gt; style especially, maintaining a rectangular or square map is not possible for routes of any size. On flat terrain, the view from close to the tracks can show the sides of baseboards at the margins in what has been dubbed the &amp;quot;world edge effect&amp;quot;. Fortunately, this problem can be reduced or avoided in a number of different ways. Here, we list the following aids to hide the &amp;quot;world edge&amp;quot;:&lt;br /&gt;
* behind scenery objects;&lt;br /&gt;
* behind backdrops or a &amp;quot;double rise&amp;quot; (topography);&lt;br /&gt;
* behind higher elevation topography (hills or mountains);&lt;br /&gt;
* by extending water (ocean or large lake) to the &amp;quot;horizon&amp;quot;.&lt;br /&gt;
Each is discussed below under the appropriate subject. &lt;br /&gt;
&lt;br /&gt;
= Hills and Valleys =&lt;br /&gt;
&lt;br /&gt;
Enhancing topography changes a flat baseboard into one with hills and valleys, opening up opportunities for road and railroad cuts, viaducts and bridges, and, of course, tunnels.  Varied topography establishes glimpses of the wider world as a train moves down the track.  Of course, a generally flat terrain is realistic for many parts of the world and certainly not a &#039;bad&#039; thing. Topography on a Route is developed using the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology tool]&#039;&#039;&#039;&amp;lt;/span&amp;gt; in Surveyor mode (correct term would be &amp;quot;topography&amp;quot;).  The top row in this tool menu has settings for &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;A&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.  These settings determine what the topography tool will do when applied to the surface of the map and a selection must be made before the tool will work. However, before applying, set the radius and sensitivity of the tool with the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Cursor radius &#039;+/-&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sensitivity &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dials, respectively.  The next row has additional settings, the most useful of which is on the right: the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting.  The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get height &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting appears to do nothing in Trainz2019. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Use height &#039;H&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting  sets the topography tool to draw the ground at the height setting entered in the box to the left. &lt;br /&gt;
&lt;br /&gt;
The process of creating a varied terrain starts by raising (and perhaps lowering) the ground surface using moderate radius and sensitivity settings (or higher settings to create mountainous topography). Practice using different settings for radius and sensitivity to develop skill in using this tool.  Once the basic terrain has been established, the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting can be an excellent smoothing tool, even on sloped ground.  Set the sensitivity high and the radius on however large an area is to be smoothed (best results are achieved using a high radius setting).  The Plateau setting uses the elevation at the tool center; moving it quickly over a limited area and regularly resetting the center point will change a rough surface into a smooth slope. Moving the tool along a contour works best.  Again, practice  is necessary to acquire this skill.  Assuming your tracks are already in place, this setting (with radius set at small) allows you to bring slopes in close for realistic cuts or fills near the line. &lt;br /&gt;
&lt;br /&gt;
All land is the result of the forces of erosion and gravity acting upon some earlier (geologically earlier) uplift. You can raise up the land, but fine tuning is then applied for a more realistic look and this entails removing portions of the uplift. Steeper slopes (cliffs) represent more resistant material: that is, rock; but mass-wasting (localized landslides) can create a cliff in more easily eroded material.  Indeed, concave slopes present a picture of substantial, on-going erosion whereas convex slopes are more often seen in late-stage eroded landscapes (hills and gentle valleys). However, these are generalizations and slope form is highly varied in most regions. The tool settings of &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; are used to shape the land, usually at small to medium radius and medium sensitivity settings.  Height up &#039;U&#039; produces a convex surface and Height down &#039;D&#039; produces a concave surface where applied to a slope.&lt;br /&gt;
&lt;br /&gt;
Very fine adjustments around tracks, roads, or buildings require putting radius and sensitivity at their lowest settings and clicking as needed to adjust the land height in relation to the object. Two things need be understood in applying this action, foremost of which is the fact that only clicking directly on a grid vertex point will cause the ground to rise or fall.  If hidden by ground texture, you may need to move around a bit to find the &amp;quot;sweet spot&amp;quot;.  Secondly, raising or lowering the ground may also raise or lower the object, requiring later height adjustment.  However, for spline objects, if the height as been set (the white spinning circle changed to a yellow spinning circle) adjustment of the ground surface will not effect the spline vertex.  Thus, adjusting the ground height around a spline vertex can be frustrating if you have not first &amp;quot;fixed&amp;quot; the vertex height. &lt;br /&gt;
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= Object and Spline Assets =&lt;br /&gt;
Two types of assets exist in Trainz: &amp;lt;b&amp;gt;objects&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;splines&amp;lt;/b&amp;gt;.  In surveyor mode, scenery objects are added and manipulated using the Objects Menu reached by clicking on the &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt; tab. Tracks and objects directly related to tracks are dealt with separately under the &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; tab. For explanations on the various tools and settings provided see pages describing the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Objects_Tab Objects Tab]&amp;lt;/span&amp;gt; and &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Track_Tools Tracks Tab]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Spline Shadows===&lt;br /&gt;
Implementation of shadows cast by objects was one of the great steps forward made by Trainz to render a realistic GUI.  Certain objects, notably spline objects with a low profile (such as roads and tracks) should not, of course, cast a shadow. To avoid this problem, the spline must be set down tight against the ground; any gap between the spline and the ground will appear as a dark line (a shadow).  Spline objects conform to variations in slope as the spline is laid, but fixing the spline points (this changes the vertex from a white to a yellow rotating circle) with the &amp;lt;b&amp;gt;Adjust spline height &#039;H&amp;quot;&amp;lt;/b&amp;gt; setting in &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;Spline height &#039;H&#039; &amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;&#039;Spline mode &#039;S&#039;&amp;lt;/b&amp;gt; for &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt;) removes ground conforming between the points.  Small rises now bury the spline and small dips produce a shadow. On a perfectly level board, these particular problems do not occur, although many spline objects will still cast a shadow if not height adjust. The solution is to bring the spline segments back into close conformance with the ground. Two possible approaches &amp;amp;mdash;adjust the spline height or adjust the ground height&amp;amp;mdash;may both need to be utilized wherever on a Route the shadowing is clearly observable.&lt;br /&gt;
&lt;br /&gt;
A first step is to use the &amp;lt;b&amp;gt;&#039;Smooth spline &#039;S&#039;&amp;lt;/b&amp;gt; tool found in the &amp;lt;b&amp;gt;Advanced&amp;lt;/b&amp;gt; section of the Spline Mode menu (same tool is &amp;lt;b&amp;gt;Smooth spline height &#039;S&#039;&amp;lt;/b&amp;gt; in the advanced tools for &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt;). This tool corrects the terrain topography under the spline segment (section between two vertices) clicked on.  The spline is smoothed and the ground brought into conformance with the spline.  But this conformance may or may not eliminate a shadow, depending on the particular asset, as many are created to lie slightly above the ground. The next step is to apply the &amp;lt;b&amp;gt;&#039;Spline height &#039;H&#039;&amp;lt;/b&amp;gt; tool under Advanced )&amp;lt;b&amp;gt;Adjust spline height &#039;H&#039;&amp;lt;/b&amp;gt; for track splines), lowering the vertices while holding down the CTRL key (allows very fine adjustments).  Using the Smooth spline height tool may not be desirable in some situations, as it has an impact over topography some distance from the spline (may level the ground too far out from the road or track). In this case, the ground will need to be raised up to the spline to eliminate the shadow. The tool used is &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Topolgy&amp;lt;/b&amp;gt; menu, putting both Radius and Sensitivity on the absolute lowest settings. The &amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool may need to be employed to make adjustments.  Realize, both tools only operate if clicked on a grid vertex, having no effect if clicked away from a vertex. The tools raise or lower a vertex and the ground &amp;quot;follows&amp;quot; as a surface determined by the surrounding vertices.&lt;br /&gt;
&lt;br /&gt;
Achieving &amp;quot;no shadow&amp;quot; may be impossible in some small parts of a segment due to bending of the spline. Moving the spline point closer to a grid vertex may help. Using spline assets with &amp;quot;skirts&amp;quot; (for example, ballast in track splines) certainly makes the process easier as these have greater height latitude. Simply hiding conspicuous shadows with a grass asset or placing an object like a car on the shadow are other options.&lt;br /&gt;
&lt;br /&gt;
===Backdrops===&lt;br /&gt;
&#039;&#039;&#039;Backdrops&#039;&#039;&#039; are used to create the illusion of distant terrain, enabling builders to set up landscaped horizons such as mountains and cityscapes quicker and with less impact to the frame-rate. To achieve this, a backdrop has a much greater draw distance than other scenery assets so that it is visible from far away (5 km or ~5000 yds). Backdrops are valuable with layouts based on the &amp;lt;b&amp;gt;Linear Model&amp;lt;/b&amp;gt;, particularly where there is minimal topography (steppes and plains), obviating the need to add map squares to create a sense of distance beyond the tracks.  Even in &amp;lt;b&amp;gt;Area Model&amp;lt;/b&amp;gt; layouts backdrops can be used to great advantage, as is aptly demonstrated  by Jango in &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; in which distant villages are skillfully rendered by short backdrops.&lt;br /&gt;
&lt;br /&gt;
Backdrops are provided as either object assets or spline assets. Because these assets are relatively easy to create and typically designed for specific purposes to match the developer&#039;s route, backdrops available on the DLS vary widely in subject and quality. &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Content_ManagerSearch Search]&amp;lt;/span&amp;gt; for &amp;quot;backdrop&amp;quot; in the DLS for access to an extensive number of offerings.&lt;br /&gt;
&lt;br /&gt;
A form of backdrop labeled a &amp;quot;&amp;lt;b&amp;gt;double rise&amp;lt;/b&amp;gt;&amp;quot; is created with the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool. A low hill or objects (for example trees or buildings) are used close by the tracks to obscure the land immediately beyond, which is made to slope downward, then rise up to create the illusion of far distant mountains or hills. The illusion is accomplished by using no objects or small objects to represent very distant trees on the far rise.  Painting and topography also contribute by using muted colors tending to more purple shades.  An example of this approach can be seen in the MSP route &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot;, where a distant snow-capped range is actually much closer to the tracks than would be possible in a narrow layout. The dip between the tracks and the far rise is obscured from view taking away from the viewer cues normally present to assess distance.      &lt;br /&gt;
&lt;br /&gt;
= Coloring (Painting) =&lt;br /&gt;
Coloring the landscape (&amp;quot;ground texturing&amp;quot;) is accomplished with the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Paint_Tools Paint Tool]&amp;lt;/span&amp;gt;&#039;&#039;&#039; &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt; tool. This tool opens a display of all the of the &amp;quot;paints&amp;quot; or tiles residing locally on your computer.  Each combines colors and textures (in 2D) providing hundreds of possible choices for painting the ground.  This tool is a paint brush with the ability, after selecting a tile, of enlarging the tile image (&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture scale &#039;Ctrl [/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;) and changing the tile orientation &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture direction &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;).  The diameter of the brush tool is set by the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Radius &#039;-/+&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dial. A &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get texture &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool turns on a pointer that, when clicked on a painted location on the map, loads the tile in the brush. The loaded tile is shown in the square directly above the &amp;quot;Radius&amp;quot; dial. If you locate a tile by typing a word/name in the box above the tile display columns, the square displaying the loaded tile does not work if you then select a tile using the selection tool, even though the selected tile is likely loaded into the brush. We say &amp;quot;likely&amp;quot; because a painted area can become a combination of several different tiles, with certain tiles dominating the selection tool to the exclusion of what is displayed.&lt;br /&gt;
&lt;br /&gt;
Once a selected tile is loaded, the image can be painted across the terrain. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. To the right of the cloud preview window and boxes to select ambient, sun, and water color is a vertical slider. Clicking on the green dot at the bottom of the time dial turns the slider on for midday.  Now adjust the slider to set a proper brightness; too bright, and your color tile selections will look washed out.&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
[[File:10-m-grid.jpg|300px|left|Baseboard with grid-size of 10-m]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
===Grid Size Effect===&lt;br /&gt;
One reason to not over utilize the 5-m grid size on a layout is the little difference selecting 5-m over 10-m makes for all but limited areas on a Route. Consider just two tiles; say ballast laid along a track cutting through grass.  On a 10-m grid, the ballast tends to flare out in triangles (depending upon the track angle relative to the underlying grid) or not appearing under the track at all in other places.  In the figure at left, the interaction of dry grass tiles and ballast tiles along the track in the distance shows triangles of ballast at 10-m grid setting. On a 5-m grid, this effect is much reduced, similar to that seen along the track in the foreground of the figure.  The ballast is more easily constrained to the vicinity of the track and the line between grass and ballast can be made closer to an expected line parallel with the rails. In essence, a 5-m grid does permit more precision in painting the ground color/texture where multiple colors/textures are interacting. This precision appears to be the only real advantage gained at the expense of an enhanced cost to performance, suggesting careful consideration of which baseboards might really benefit from having a 5-m grid setting. In fairness, the adverse rendering of adjacent tile interaction on a 10-m grid is less noticeable at low angles and can be ameliorated somewhat by using tiles having less contrast. &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Picking tile colors ==&lt;br /&gt;
The number of choices of coloring tiles is large, easily in the hundreds. Picking a suitable tile or combination of tiles is first a matter of deciding what sort of ground you wish to portray. The basic categories are going to be: vegetation, rock, bare soil, and water. Vegetation is likely to occupy the largest area of the map, except in very dry climates (e.g., deserts, dominated by bare soil) and rocky areas with thin soils. Water is discussed in more detail below under &amp;quot;Water Features&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Initially, decide on a suitable &amp;quot;theme&amp;quot; color best representative of the location and type of terrain you intend to emphasize (say, dry grassland) and paint broad areas with this theme color.  The purpose here is to unify your rout&#039;s overall look. Of course, you might have more than one theme color if patches are typical or hills look different than valleys or plains.&lt;br /&gt;
&lt;br /&gt;
=== Tile basics ===&lt;br /&gt;
Coloring the map surface is done by spreading small tiles over the map grid. We call these &amp;quot;tiles&amp;quot; because each is a usually six-sided pattern that is repeated &amp;lt;i&amp;gt;ad infinitum&amp;lt;/i&amp;gt; as it is laid down (painted). On the 10-m grid, the tool places a tile diagonally (NW to SE or NE to SW) only centered on the yellow grid intersections. You can control the area covered by the tool (&amp;lt;b&amp;gt;Radius &amp;quot;-/+&amp;quot;&amp;lt;/b&amp;gt;) and the pattern size (&amp;lt;b&amp;gt;Texture scale &amp;quot;Ctrl [/]&amp;quot;&amp;lt;/b&amp;gt;)&amp;amp;mdash;this is not the area covered, but an enlargement of the actual pattern. Available tiles range from plain color to complex patterns mimicking ground textures of all sorts. Many of these are very good and others, not so good. Because the painting involves laying tiles one after the other, &amp;lt;b&amp;gt;secondary patterns&amp;lt;/b&amp;gt; are almost inevitable. The better texture tiles avoid this.  If a created tile is even a little darker in one part than elsewhere, a secondary pattern will appear. How troublesome these secondary patterns are depends upon the viewed distance. Viewed from the cab, chase, or lineside cameras, secondary patterning is not a huge problem.&lt;br /&gt;
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= Water Features =&lt;br /&gt;
Of all the various landforms one can create, water features hold the greatest potential for enhancing scenery along a Route. And water is superbly rendered using the water tools found in Surveyor &#039;&#039;&#039;Topology - Get height&#039;&#039;&#039;.  Three tools are provided: &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Add water &#039;W&#039;, Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. An input box for setting water surface height is provided.  The &#039;&#039;Add water&#039;&#039; tool paints a surface in the same manner as coloring, described above.  However, the water surface has unique properties, the most significant being it is transparent and reflective. Improvements in rendering of these properties with each successive Trainz version has certainly been a major contribution to making a realistic CGI.&lt;br /&gt;
&lt;br /&gt;
Painting water establishes a level surface at the setting in the &#039;&#039;water surface height&#039;&#039; box. Expanding this surface always maintains the same height as long as you begin painting from the existing surface (no need to adjust the setting).  The  &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool adjust the entire connected surface all at once, but does not change any other water surfaces on the map not connected to the one being adjusted. Thus, you can create a series of lakes at different elevations so long as the water surfaces of each are not connected. Determine this independence by selecting &amp;lt;b&amp;gt;Wireframe View&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Display Menu&amp;lt;/b&amp;gt; (or pressing &amp;lt;b&amp;gt;F9&amp;lt;/b&amp;gt;). This displays the baseboard in white and the water surface(s) in grey, removing all the painted surfaces.  Use the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool to disconnect close-by water surfaces that you wish to set to different heights. Working upstream of a long river, you can progressively raise the surface of segments at points with rapids, waterfalls, or dams. Just be sure the water surface is broken at these points. An oddity built into the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool is that if you hold down the Shift-Key while raising or lowering the water surface, the surface becomes bendy, going up or down within a limited area, no longer representing a level surface. If you bend it too much, it snaps back to a level surface at some new height. There must be a use for this?&lt;br /&gt;
&lt;br /&gt;
=== Water Color ===&lt;br /&gt;
Because the water surface is transparent, the color of the water feature and/or the nature of the bottom can be established by coloring the underlaying board surface. Creating muddy water or an algae-colored pond then becomes a matter of selecting an underlying color producing the desired result. The intensity of these underwater paints is controlled NOT by the distance between the water surface and the baseboard (water depth), but by distance from a shore. Over a baseboard without coloring, water has a color based on settings as described in the next paragraph; the board grid shows through for a distance up to about 40 m (130 ft) from a shore.  Beyond that, the bottom fades away (no matter how colored) and water color darkens. This property is one of the great improvements made between TRS2012 and TRS2019 versions. Essentially, realistic deep water is built in and need not be rendered by painting the bottom with progressively darker color or physically lowering the surface (which never worked anyway).  Thus, the offshore bottom need not be any deeper than the nearshore shoaling.  Ocean depths are not rendered by grid depth or coloring; you can bother to color or not color deep water bottom.  See &amp;quot;ocean and large lakes&amp;quot; below to learn how to tweak the color of deep water on your route. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. Here you can set the color of your water features (one setting sets all).  Make sure the time dial is pointing straight down (noon) and click on the green dot below it.  Selecting any dot turns on the tools that establish the color ambiance of the Route at the time of day represented by the position of the green dot, but starting with noon is most influential for the daylight hours. The three boxes to the right of the cloud preview determine what the color dials will influence; the bottom box is &amp;lt;b&amp;gt;water color&amp;lt;/b&amp;gt;. Selecting that box and then tweaking the red, green, and blue color dials allows setting water color over a wide range.  The vertical slider to right sets the overall brightness of the scene (not just water).  A well illustrated description of setting water color is found at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Water_Colour Environment Tools - Water Colour]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Water Surface===&lt;br /&gt;
&lt;br /&gt;
In addition to transparency and reflectivity, the water surface in Trainz has a third unique property: that of water surface condition. Nine different &amp;quot;sea state&amp;quot; conditions are available under &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt;. Select &amp;lt;b&amp;gt;Environment&amp;lt;/b&amp;gt; (sun rising icon) and note &amp;lt;b&amp;gt;Water&amp;lt;/b&amp;gt; (2nd from bottom).  Click on the text window to produce a list of available options. If your water surface is showing behind the &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt; window, you will see instantly the effect of changing the water surface property from &amp;quot;glassy&amp;quot; through &amp;quot;rough&amp;quot;. The setting will apply to all the water surfaces created on your route, so you may have to compromise if you have both ocean and inland lake/pond water features. Click on &amp;quot;&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;&amp;quot; (top right)&amp;amp;mdash;your selection is saved and the window closed (see also &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Set_the_Water_Surface Environment Tools - Set Water Surface]&amp;lt;/span&amp;gt;).&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Two other choices (selected on the left) are &amp;lt;b&amp;gt;Environment -&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The water surface color is influenced by the sky. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rivers and Streams ===&lt;br /&gt;
Several options exist for rendering a river or stream on a route map. The most direct and perhaps easiest to create is a narrow, linear basin with a water surface. Painting the water surface confined by a topography of banks and detailed with appropriate bank and bottom coloring tiles produces a very satisfactory aquatic feature that can be lined with trees, shrubs, and/or grasses.  Important to remember in creating the course of the feature is to develop meanders and bends, minimizing long straight segments. &lt;br /&gt;
&lt;br /&gt;
In a landscape of topographic relief (mountainous), extending a linear feature with the level water surface may prove impractical, requiring that the water surface be broken up into unconnected segments that can rise step-like as the stream extends upslope.  A good example of how to &amp;quot;connect&amp;quot; these segments is provided in the MPS Route, &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot; where a wild river is depicted flowing from tributaries and lakes down to a coastal estuary. &lt;br /&gt;
&lt;br /&gt;
=== Ocean and large lakes ===&lt;br /&gt;
Sea coasts and large lakes are extensive water features extending out to a distant horizon.  Several baseboards out is sufficient, unless higher elevation views are anticipated (for example, a track laid well above the shore).  Because depth does not influence the appearance of the water body (see &amp;quot;water color&amp;quot; above), the ocean or lake baseboard  can be a level surface only a little below the water surface. Coloring the board is optional, except close to the shore where the map grid (&amp;quot;Grid (PBR)&amp;quot;) is visible.   If the &amp;quot;horizon&amp;quot;&amp;amp;mdash;the outermost baseboard&amp;amp;mdash;is kept to a line of baseboards oriented east-west or north-south, the appearance will be a natural one blending into the sky. However, if these horizon baseboards jog inward or outward, the sides of one or more baseboards (which are actually three dimensional blocks) will be seen (&amp;quot;World Edge&amp;quot; effect) from some points on the land. Pushing the horizon further out will reduce this obvious break in the horizon line to some degree, but not completely eliminate it. Placing a far shore (or another land) or an appropriate backdrop can solve this problem. &lt;br /&gt;
&lt;br /&gt;
It is possible to overcome the disappearance of bottom with distance from shore and, for example, create an offshore reef or shoal or just extensive shallow water with a unique bottom type or color.  Choose an area to create this and raise the bottom to just &amp;lt;u&amp;gt;above&amp;lt;/u&amp;gt; the water surface using the &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; tool set at low sensitivity. Then lower the area (&amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool) to just &amp;lt;u&amp;gt;below&amp;lt;/u&amp;gt; the water surface; the grid (or bottom color) will disappear. Now, click anywhere on the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool.  This has the effect of resetting the display relationship between the water surface and the bottom for the entire baseboard. The shoaled area, without any shore, will reappear and can be colored as sand or mud.  You can expand the shoal with the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool set at high sensitivity and wide radius. Although it may appear that nothing is happening as you do this, clicking the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool will reveal the change you are making. Switching to &amp;lt;b&amp;gt;Map View&amp;lt;/b&amp;gt; under the Camera Menu will show the bottom display as light blue for deep water (bottom not visible), light grey for visible but fading bottom, and dark grey (or some color if not &amp;quot;Grid (PBR)&amp;quot;) for shoal bottom.  Curiously, returning these areas to &amp;quot;deep water&amp;quot; will remove the shoal, but have no impact on the color scheme displayed in Map View (in Trainz Plus; could be adjusted in earlier Trainz builds).&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffb0 width=&amp;quot;750&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;td width=25&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Y&amp;lt;/font&amp;gt;ou can spot in tiles with white (for example, &amp;quot;ALWater 2&amp;quot;) to mimic waves breaking along a shore. Other mostly white paints can mimic crashing waves or rough water. The paint &amp;quot;MineralWater3&amp;quot; produces an intense aquamarine with a pattern of waves.&amp;lt;/td&amp;gt;&lt;br /&gt;
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=Problems=&lt;br /&gt;
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*&amp;lt;i&amp;gt;.... List problems here&amp;lt;/i&amp;gt;&lt;br /&gt;
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Using the shortcut key, cap &#039;S&#039;, will crash the program in versions of &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt; earlier than Build 114800. Problem is fixed by updating to TRS2019 SP4.&lt;br /&gt;
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The &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; tool discussed above to set ambient brightness and water color lacks a &amp;quot;save&amp;quot; button. To complete your actions and presumably &amp;quot;save&amp;quot; your settings, you can only close the window. However, this action alone will &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; save your settings. Before closing surveyor you must make some other change to the map board, then save the session.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
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[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Place_and_Use_a_Camera&amp;diff=30540</id>
		<title>How to Place and Use a Camera</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Place_and_Use_a_Camera&amp;diff=30540"/>
		<updated>2021-10-28T01:12:33Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Older guide; work-around for flicker &amp;quot;bug&amp;quot;&lt;/p&gt;
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&amp;lt;td&amp;gt;The &#039;&#039;&#039;camera&#039;&#039;&#039; described here is a map object set anywhere on the layout that will activate (change your view of the scene to what the camera sees) when a train that has focus comes within the camera view.&amp;lt;td&amp;gt;&lt;br /&gt;
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[[File:TRS2019-camera-menu.jpg|Camera Menu]]&amp;lt;br&amp;gt;The top tool bar in TRS2019 (upper right corner in TS12 and TANE) includes a Camera Menu providing 8 different camera view options (4 in TS12 and TANE) for viewing the 3D world and, as well, a 2D Map View (see [[Help:Surveyor MenuCamera]]).  This How-to page covers setting up cameras along your route specifically for &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Lineside&#039;&#039;&#039;&amp;lt;/font&amp;gt; view from that menu (or press &#039;3&#039; on the keyboard). The information on this Trainz Wiki page applies to &amp;lt;b&amp;gt;TANE&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;TrainzPLUS&amp;lt;/b&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Placing a Camera=&lt;br /&gt;
&lt;br /&gt;
Putting a Session in Lineside view (press 3 to activate this view mode) will activate any camera along a route as it is encountered, but will default to Chase Mode in the absence of a camera encounter. This behavior suggests several ways that cameras can be used to enhance Driver mode. A camera can be placed strategically to view loading/unloading/coupling operations, the driver accessing the camera from the menu at the time needed.   Setting up a continuous sequence of cameras can provide a driver with the option of switching to Lineside view as an alternative perspective on his train in motion, whereas starting a Session in Lineside view will automatically trigger a camera&#039;s view as the train comes into view.  A continuous sequence of overlapping camera view fields provides a means of choreographing a rail-fan&#039;s view of train operations for &amp;quot;ride-along&amp;quot; sessions.&lt;br /&gt;
&lt;br /&gt;
Cameras are placed and adjusted from the Tools menu in edit mode. Three tools are available: &amp;quot;Place camera &#039;A&#039;&amp;quot;, &amp;quot;Move camera &#039;M&#039;&amp;quot;, and &amp;quot;Delete camera &#039;D&#039;&amp;quot;. A camera can be placed when editing either a Route or a Session.  A camera placed in a Session will only activate in that Session; a camera placed on a Route will be present in all sessions attached to that route.  &amp;lt;i&amp;gt;&#039;&#039;&#039;To place a camera&#039;&#039;&#039;&amp;lt;/i&amp;gt;, move your viewpoint to the approximate location where you wish it to be, click on Place camera &amp;quot;A&amp;quot;, move your pointer to the exact location on the ground and click LMB. The camera view will appear with the view area marked by four corner angle lines, and a flashing green light in the lower left indicating the camera has been created and set in 3D space&amp;amp;mdash;you are now in Move camera &amp;quot;M&amp;quot; mode.  Use the pointer and RMB to better fix the spot for the camera.&lt;br /&gt;
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Adjusting the actual view to just what is desired is accomplished with the arrow, PgUp, and PgDn keys on the numeric keyboard, allowing you to pan left or right (camera azimuth), up or down (camera zenith or tilt), or move forward (PgUp or zoom in key) or backward (PgDn or zoom out key). Actually, two options exist for making these adjustments by selecting either &amp;quot;Roaming&amp;quot; or  &amp;quot;Walk&amp;quot; modes from the list of camera views. &#039;&#039;&#039;Walk&#039;&#039;&#039; places the camera on the ground and then affects a straight-forward &amp;quot;walk&amp;quot; backwards and forwards, right or left (using the arrow keys) without changing the camera&#039;s azimuth or tilt.  Azimuth and tilt are accomplished with these same arrow keys in &#039;&#039;&#039;Roaming&#039;&#039;&#039; mode. PgUp and PgDn only work in Roaming mode and can be used in conjunction with the RMB to make larger adjustments in camera location.&lt;br /&gt;
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The camera location and mode are fixed by clicking on Place camera &amp;quot;A&amp;quot; a second time. Use the PgDn to back off and see the camera (if nothing happens you are in &#039;Walk&#039; mode).  Not satisfied?  Click the pointer on the camera body and click Delete camera to remove the camera, allowing you to start over in a more desirable position using your pointer. Or, the Move camera tool can be used to adjust the camera view and position. Find the camera, select Move Camera &amp;quot;M&amp;quot;, and LMB click on the camera body to bring up the camera&#039;s view, although in &#039;roaming&#039; mode, this may change the camera&#039;s previously set position.  Now the camera can be adjusted as described and the adjustments saved by LMB on Place camera &amp;quot;A&amp;quot;.  Again, backing off to view the camera is a check on your not having created accidentally a second camera.&lt;br /&gt;
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The camera itself has a distinctive icon (a camera body and a hood indicating the direction the camera is pointing) and has two settings or camera types: &amp;lt;b&amp;gt;Static&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Tracking&amp;lt;/b&amp;gt;. Get in the habit of selecting static or tracking before fixing the location of the camera.  This property can be changed by deleting and starting over or by making sure you move the camera some small amount after changing the type.&lt;br /&gt;
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===Static Camera===&lt;br /&gt;
 &lt;br /&gt;
The &amp;lt;b&amp;gt;Static&amp;lt;/b&amp;gt; and Tracking cameras have different icons and different behaviors. The Static camera view has a fixed view frame: an arc of about 65&amp;amp;deg;; the camera has a red hood; and the camera is activated as a train enters the view area AND is within 200 meters (650 feet) of the camera. The Static camera view is triggered on by the forward end of the consist and triggered off as the end of the consist leaves the camera view or the middle of the train reaches 200 m distant from the camera.  Because the Static camera has a fixed view frame, the points of activation (turn-on) and deactivation (turn-off) are a function of distance between the camera and the active track: a camera set close to the track will &#039;see&#039; a shorter segment of track than a camera set farther back. However, a Static camera will watch the entire consist as it passes by. A Static camera pointing down the track will be subject to the distance rule in that direction instead of the start or end of the train.&lt;br /&gt;
&lt;br /&gt;
Note that for a Static camera, the location of the consist within the frame of the camera view determines whether the camera turns on or not; and distance to the active track establishes how long the camera remains on. Setting up a camera in Roaming mode determines the activation frame.  The camera tilt (up/down arrows) can only be set in Roaming mode. Walk mode is useful for making fine adjustments in location, but Roaming mode is necessary to set the frame that establishes when the camera will activate and deactivate (turn on and off). The borders of the frame determine when a view is acquired from another camera and when the view is passed to the next camera in sequence. For further discussion on handing off the camera view to another camera in sequence, see the section, &amp;lt;u&amp;gt;Continuous Camera Sequencing&amp;lt;/u&amp;gt;, below. &lt;br /&gt;
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===Tracking Camera===&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;Tracking&amp;lt;/b&amp;gt; and Static cameras have different icons and different behaviors. The Tracking camera follows the &amp;lt;u&amp;gt;train engine&amp;lt;/u&amp;gt; and is activated when that engine enters an area defined by a sphere with a radius of about 200 meters (~650 feet); the camera hood is green; and the camera turns off (the driver&#039;s view is passed to another camera or to Chase mode) once the train leaves the sphere centered on the camera or enters the sphere of another camera (see below). Note that for a Tracking camera, both the pan and tilt of the camera will be determined by the location of the focus engine, so you need only adjust the closeness to the track (PgUp/PgDn) and position relative to the ground (up/down arrows) when in Roaming mode. In Walk mode, the camera is set on the ground and the arrows move the camera to the right or to the left or forward/backwards. Thus, for a &amp;quot;person watching&amp;quot; point-of-view, Walk mode offers a way to make fine adjustments in the camera&#039;s location.    &lt;br /&gt;
&lt;br /&gt;
A Tracking camera will focus on a train coming from either direction and point towards the approaching engine, then follow it past the camera to the point where the camera hands off the view as determined by the engine. Realize, that camera-on/camera-off is shorter in time (actually distance along the track) the farther the camera is set from the track, and will not occur for a camera set beyond the activation radius of 200 meters.  This fact can be useful in setting up cameras in complex track areas, where cameras are intended to activate only for a specific section of track and not another track nearby.&lt;br /&gt;
&lt;br /&gt;
Camera-off occurs when the focus engine reaches 200-m from the camera.  Thus, camera-on and camera-off are not influenced by train length. The trigger is the engine, entering then leaving the 200-m radius sphere. For further discussion on handing off the camera view to another camera in sequence, see the following section, &amp;lt;u&amp;gt;Continuous Camera Sequencing&amp;lt;/u&amp;gt;. &lt;br /&gt;
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==Continuous Camera Sequencing==&lt;br /&gt;
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Placing cameras at particularly interesting points along a route will result in the view shifting from Chase to Lineside view as the train progresses and encounters the camera triggers (if in Lineside view mode). Chase mode views are set up and adjusted by the driver and Lineside mode views&amp;amp;mdash;set up by the developer&amp;amp;mdash;may conflict with the user&#039;s preferred way of following his train. This fact suggests that if Lineside view is going to be used as the Session setting, the experience should be a continuous one for at least some distance of travel if not the entire layout. Lineside view becomes a tool that can be developed to display a route/session in a manner at the control of the developer, particularly suitable to ride-along scenarios.  Setting up a series of cameras that move the view from camera to camera as a train progresses along a track can be a fairly complex undertaking, requiring not only consideration of the best separation between cameras, but some appreciation of cinematic principles.  Cameras must be chained together so that the view is handed off smoothly from one to the next camera in sequence; cameras set too close together will produce short bursts of views and a jerky experience; too far apart and the driver will experience the view jumping back and forth between a Lineside view and Chase view. Camera views are the equivalent of a rail-fan&#039;s experience of your route and this may be an important consideration in where you place each camera relative to the ground. &lt;br /&gt;
&lt;br /&gt;
Camera sequencing amounts to placement of cameras close enough together to produce smooth transitions (camera view hand-offs) in Driver mode.  Accomplishing this can be done by hit or miss, by using the Ruler tool (for Tracking cameras, separation should be around 1000 ft or 300 meters), or by employing the &amp;lt;b&amp;gt;guide camera sphere&amp;lt;/b&amp;gt; &amp;lt;KUID2:70337:23049:1&amp;gt;, a tool object that, set directly on the ground beneath a Tracking camera, draws a transparent green &amp;quot;influence&amp;quot; sphere showing where the distance of 660 feet (200 meters) is located from that camera in all directions. A serviceable older guide is &amp;lt;KUID:70337:23048&amp;gt; that draws a 200 m purple cylinder around the center point.  The &#039;&#039;&#039;guide camera static&#039;&#039;&#039; &amp;lt;KUID:70337:23050&amp;gt; provides a similar tool for setting up a Static camera, although a bit trickier to use. Of course cameras need not be placed at the point where two adjacent hemispheres just touch or just overlap, but approaching this maximum spacing will establish a longer stay on each camera. The guide sphere is not visible in Driver mode, although should be deleted after use, accomplished by using Delete object in the Objects menu anywhere in or on the sphere.&lt;br /&gt;
 &lt;br /&gt;
Considering just the two types of camera, 4 transitions are possible; add the transition into or out of Chase mode, and eight transitions are possible (&amp;lt;i&amp;gt;n&amp;lt;/i&amp;gt; to the third power minus non-existent Chase to Chase).  Consider also, that transitions, in most cases, need to work well in either direction of train travel.  The first rule is to ensure camera view overlaps, as any gaps in the next acquisition will switch the Driver&#039;s view to Chase mode then quickly back to Lineside view. Further complicating hand-offs is the fact that the ends of the consist trigger a static camera on and off. Of importance in setting up cameras to sequence views as the focus consist moves along is &amp;lt;b&amp;gt;camera priority&amp;lt;/b&amp;gt;.  By priority is meant which type of camera will prevail where activation overlaps with another camera type. It bears mentioning (and is discussed below) that some tunnel objects assert camera control as a train enters the portal. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tracking to Tracking&amp;lt;/u&amp;gt; - Hand-off from one Tracking camera to the next Tracking camera occurs when the center of the focus engine passes a point where distance to the next camera is less than distance to the active camera.  That is, view transition will occur midway between the over-lapping influence spheres of two adjacent Tracking cameras. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tracking to Static&amp;lt;/u&amp;gt; - The hand-off from a Tracking to a Static camera is determined by the view of the latter AND the focus engine entering that view area.  If there is overlap in the view areas, the switch will occur when the focus engine is equidistant from the two cameras. In essence, the static camera has priority, but the handover point is a compromise. &amp;lt;!-- However, if the consist is backed in, this splitting does not occur.  The focus engine remains the trigger and the switch over to the Static camera occurs when the engine enters the Static camera field of view.--&amp;gt;  The priority of a static over a tracking camera provides a method for selectively setting the view to one track in a session where a tracking camera covers more than one track.&lt;br /&gt;
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&amp;lt;u&amp;gt;Static to Tracking&amp;lt;/u&amp;gt; - Static cameras do not turn off or hand over the view until the end of the train passes out of view or reaches 200 m (650 ft) distant. A Static camera placed within the sphere of a Tracking camera results in the Static camera grabbing the view as soon as the &amp;lt;u&amp;gt;train&amp;lt;/u&amp;gt; appears (actually the midpoint of the car entering the camera view) and holding on to the view until the train leaves (the midpoint of the trailing car). In this sequence, the Static camera has priority over a Tracking camera, which will display once the Static camera looses the consist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Static to Static&amp;lt;/u&amp;gt; - Sequenced Static cameras need not have overlapping views, only that the front of the consist enter the &#039;next&#039; Static camera before the end of that consist leaves the active camera.  Thus, it is possible to set up two or more Static cameras and achieve a smooth transition, at least in theory. However, any actual gaps in camera view placement will achieve a good hand-off only for trains of a particular length or greater (that is, may not work well with shorter trains).  Aiming two static cameras in sequence in different directions (one aimed up the track and one down the track) is relying on timing to affect a smooth transition, and therefore sensitive to train length (see [[#Problems|Sequencing Problems: &amp;quot;Bugs&amp;quot;]]).&lt;br /&gt;
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===Camera Transition Rules (Summary)===&lt;br /&gt;
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* A camera must be within 650 ft (200 m) of the track to acquire and present a view and &#039;&#039;&#039;Lineside&#039;&#039;&#039; view must be the selected option.&lt;br /&gt;
* Gaps in coverage transitioning from one camera to the next will result in the screen temporarily switching to &#039;&#039;&#039;Chase&#039;&#039;&#039; view.&lt;br /&gt;
* A &#039;&#039;&#039;Tracking&#039;&#039;&#039; camera centers the view on the focus engine, panning as the engine moves past and is controlled (turned on/off) by distance (under 200 m) from the camera.&lt;br /&gt;
* Hand-off from one &#039;&#039;&#039;Tracking&#039;&#039;&#039; camera to another occurs when the distance from the first exceeds the distance to the second (i.e., at the midpoint in the overlap of their respective 200-m radius spheres)&lt;br /&gt;
* A &#039;&#039;&#039;Static&#039;&#039;&#039; camera is activated when the front end of the consist enters within 200 m of the view frame and triggers off when the rear of the consist exits the view or moves beyond 200 m from the camera.&lt;br /&gt;
* A &#039;&#039;&#039;Static&#039;&#039;&#039; camera will acquire and keep the view (has priority) even where placement is within the sphere of a &#039;&#039;&#039;Tracking&#039;&#039;&#039; camera or followed in sequence by another &#039;&#039;&#039;Tracking&#039;&#039;&#039; camera.&lt;br /&gt;
* &#039;&#039;&#039;Camera priority&#039;&#039;&#039; is as follows (lowest to highest):-&lt;br /&gt;
** Chase view&lt;br /&gt;
** Tunnel&lt;br /&gt;
** Tracking&lt;br /&gt;
** Static&lt;br /&gt;
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=Choreographic Considerations=&lt;br /&gt;
&lt;br /&gt;
For those Trainz aficionados particularly into developing realistic scenery, the Lineside view provides a bounded canvas for adding detail that will be noticed by the driver.  In general, small objects are not necessarily seen by a driver in the more commonly used Cab or Chase views. Lineside view is an opportunity to develop focused detail on your layout, including objects that themselves move (persons walking, persons with body movements). Because the train moves through a fixed view, a Static camera is particularly well-suited to setting up this sort of detail to emphasize activities ongoing beyond the train and track: small dioramas that enhance the enjoyment of both the route developer and route drivers.  Starting a ride-along session (train under AI control) in Lineside view can be an excellent introduction to your route, especially if coupled with triggered message pop-ups (See: [[How to Use Message Popup Rule|Message Popup Rule]]) that describe what is displayed.&lt;br /&gt;
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==Opening Session Camera View==&lt;br /&gt;
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On the start of a Session, you may wish to have the view focused on a particular train or some other object. The default will be a Chase Mode view of the engine of the first driver listed in the Driver Setup under Edit Session, whether an AI Driver or First Human Player. Unsetting the Driver Setup Rule &amp;quot;Focus camera on first Driver&amp;quot; shifts this initial focus to the First Human Player. You can also control this initial opening using the &amp;lt;b&amp;gt;[[Session_Rule_List_with_Parameters#Set_Camera_Rule|Set Camera Rule]]&amp;lt;/b&amp;gt;, which allows choosing the view upon rule execution; focus might be, for example, on the station platform.  Combined with a trigger, this rule may be used at any point in a session, opening up choreographic possibilities other than those discussed here considering just Lineside Camera view.  If you wonder how the &amp;quot;camera&amp;quot; knows where to be when you run the session, it will be the view as seen when you selected the object to focus on before you closed editing the rule. Realize that specifying an engine other than the one you wish to follow will shift Session focus to that other engine.&lt;br /&gt;
&lt;br /&gt;
Another rule that works (does not work in TRS2019Beta) in a more or less similar manner is the &amp;lt;b&amp;gt;[[Session_Rule_List_with_Parameters#Focus_Camera_Rule|Focus Camera Rule]]&amp;lt;/b&amp;gt;.  This rule differs from the previously described Set Camera Rule only in that no list of objects to choose from is provided (the Set Camera Rule provides an incomplete list of objects). An option for setting the camera pitch and yaw has no effect.  Set View Mode will influence what you get with whatever driver does have focus at start of Session. Indeed, in TRS2019Beta both rules produces no predictable outcome other than preserving whatever view was present when you saved the Session edit.&lt;br /&gt;
&lt;br /&gt;
A third rule for controlling screen view, especially at the start of a Session, is the &amp;lt;b&amp;gt;[[Session_Rule_List_with_Parameters#Cinematic_Camera_Rule|Cinematic Camera Rule]]&amp;lt;/b&amp;gt;, ostensively providing &amp;quot;several different cinematic style cameras with animations&amp;quot;. The animations work, but the list of focus objects is a mixed bag of train cars, engines, and a small number of named objects. Zoom and circle object do work, but the rule must not implement until the scene is fully painted, requiring some sort of delay (or perhaps circling twice).&lt;br /&gt;
&lt;br /&gt;
==Tunnels==&lt;br /&gt;
&lt;br /&gt;
When a train enters a tunnel, the screen view will be altered in a manner dependent upon the tunnel asset itself.  A camera following a train in &amp;lt;b&amp;gt;Chase Mode&amp;lt;/b&amp;gt; may suddenly be viewing the train from inside the mountain&amp;amp;mdash;undesirable because from outside, the tunnel walls become invisible, as does the ground above.  The camera angle may shift to looking directly down on the engine, but still hovering above it. In other cases, presumably tunnels meeting the latest standard, the camera will come to rest on top of the engine, and the view becomes one of riding along inside the tunnel feature.&lt;br /&gt;
&lt;br /&gt;
In &amp;lt;b&amp;gt;Lineside Mode&amp;lt;/b&amp;gt;, a shift as described above may or may not occur, depending on the tunnel asset. Ideally, the train disappears into the tunnel and a Tracking camera continues to follow it, pointing at where the engine is under the ground.  In TRS2019, this is not the case: the tunnel grabs the view from the camera, forcing the view onto the engine inside the tunnel.  Worse, once grabbed, the view is fixed and no switch to any view, manual or otherwise (except Cab view), can be made.  This &amp;quot;bug&amp;quot; has been fixed in TRS2019Beta.  &lt;br /&gt;
&lt;br /&gt;
A Tracking camera above the tunnel will point downward towards the engine, showing just the ground surface; a Static camera continues to point to wherever it was set-up to point as long as the consist is within range.  You could prevent this behavior by making sure the camera loses control just as the train enters the tunnel portal (be sure another camera picks it up outside the other end).  In Lineside Mode, how the screen view is treated after the train &amp;quot;disappears&amp;quot; requires some thought.  If the tunnel is long, to prevent a switch to the engine inside the tunnel may require having one or more additional cameras located on the mountain above the tunnel.  This will work as long as the distance to the train below is less than 200 m. Remember, this distance is measured from the camera to the train&amp;amp;mdash;as the train progresses, its distance from the camera will steadily increase.&lt;br /&gt;
&lt;br /&gt;
The view of the landscape above the train &amp;lt;i&amp;gt;sans&amp;lt;/i&amp;gt; train will need attention, if only to obviate temporary boredom. One consideration might be placing a triggered message (see [[How_to_Use_Message_Popup_Rule|Message Popup Rule]]), such as one providing tunnel name and length; or one describing the view that is displayed.&lt;br /&gt;
&lt;br /&gt;
=Problems=&lt;br /&gt;
&lt;br /&gt;
*TrainzPlus SP4 solves problems described on this page and camera use in TRS2019 is mostly problem free. An exception is manifested as a placed camera becoming inaccessible to editing or deleting.  The camera works as intended in a session, but cannot be moved, adjusted, or removed in surveyor mode.  This problem is caused by placement of the camera too close to some other object (such as a boulder). For this same reason, &amp;lt;b&amp;gt;you will not be able to adjust a camera with the camera guide present&amp;lt;/b&amp;gt;.  Moving the object away from the camera object (or deleting the guide camera sphere) will allow access to the camera again.&lt;br /&gt;
&lt;br /&gt;
*Because a camera is an object (although cannot be moved in Object mode), adjusting an existing camera by clicking on the camera body with Move camera &amp;quot;M&amp;quot; will have the annoying effect of causing the camera to jump away from its original position, obviating the making of minor adjustments to the view.  The distance of the jump can be minimized by approaching the camera from directly overhead.&lt;br /&gt;
&lt;br /&gt;
*In Driver mode, a small, but sudden shift in the view likely means you have accidentally set two cameras in very close proximity, an easy mistake to make when adjusting a camera by selecting the Place camera &amp;quot;A&amp;quot; tool instead of the Move camera &amp;quot;M&amp;quot; tool. Delete one of the cameras.  Large shifts in the view (jumps to a more distant camera) indicate imperfect placement of cameras set in sequence.&lt;br /&gt;
&lt;br /&gt;
*Various Session Rules that might be used to set the camera view (not the Camera object) produce problematic results in TRS2019Beta but may be useful to set an initial scene for a Session. In their absence, the start-up Session view will be the focus engine in Chase mode (in TRS2019Beta, it is last view present when the Session was saved). &lt;br /&gt;
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In TrainzPlus, a Static camera may not always operate as expected under the rules outlined above. After handing over to another camera in sequence, the Static camera will flash back on.  The trigger seems to be when the train &amp;lt;u&amp;gt;engine&amp;lt;/u&amp;gt; reaches a point equidistant from the active camera and the previous (Static) camera.  This action is, however, dependent upon both camera placement geometry and train length. Short trains will not trigger the undesirable action; very long trains will result in a back and forth switching between the two cameras (&amp;quot;flicker&amp;quot;), suggesting that the engine reaching a certain distance from a camera is not the only trigger. Making sure the Static camera is outside the influence sphere of the Tracking camera appears to avoid this problem, but having inconsistent rules for handing over to a next camera in sequence suggests other problems are lurking within the code.&lt;br /&gt;
This bug appears to have been partially fixed as of &amp;lt;b&amp;gt;TRS2019 SP4&amp;lt;/b&amp;gt; (build 114800), but not with respect to sequenced Static cameras: a back and forth &amp;quot;flicker&amp;quot; occurs between two Static cameras so long as any part of the consist remains within view of the first camera.  This behavior is odd, because it says any movement (not the lead end of a consist) will turn a Static camera back on unless the focus has been acquired by a Tracking camera. This behavior is contrary to the Camera Transition Rules and clearly a bug because camera behavior should not depend on the length of a consist. &amp;lt;b&amp;gt;Placing a Tracking camera between two Static cameras causing camera &amp;quot;flicker&amp;quot; prevents the problem from occurring&amp;lt;/b&amp;gt;.&lt;br /&gt;
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=Cameras in the Future=&lt;br /&gt;
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Future versions will include a &amp;quot;timeline&amp;quot; mode that will allow setting a variety of camera controls to capture the perfect video footage using the trackside cameras. This system would include tweaks to the tracking cameras; adding pans, zooms, etc. to any camera (Tony Hilliam, Forum, March 11, 2019).&lt;br /&gt;
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=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Help:Driver_MenuCamera|Help: Driver Menu Camera]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Session_Rules_By_Categories_With_Properties#Camera_Rules|Session Rules]]&#039;&#039;&#039; (Camera rules explained)&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
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[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Place_and_Use_a_Camera&amp;diff=30539</id>
		<title>How to Place and Use a Camera</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Place_and_Use_a_Camera&amp;diff=30539"/>
		<updated>2021-10-28T00:49:36Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Bug not fixed in SP4&lt;/p&gt;
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&amp;lt;td&amp;gt;The &#039;&#039;&#039;camera&#039;&#039;&#039; described here is a map object set anywhere on the layout that will activate (change your view of the scene to what the camera sees) when a train that has focus comes within the camera view.&amp;lt;td&amp;gt;&lt;br /&gt;
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[[File:TRS2019-camera-menu.jpg|Camera Menu]]&amp;lt;br&amp;gt;The top tool bar in TRS2019 (upper right corner in TS12 and TANE) includes a Camera Menu providing 8 different camera view options (4 in TS12 and TANE) for viewing the 3D world and, as well, a 2D Map View (see [[Help:Surveyor MenuCamera]]).  This How-to page covers setting up cameras along your route specifically for &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Lineside&#039;&#039;&#039;&amp;lt;/font&amp;gt; view from that menu (or press &#039;3&#039; on the keyboard). The information on this Trainz Wiki page applies to &amp;lt;b&amp;gt;TANE&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;TrainzPLUS&amp;lt;/b&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Placing a Camera=&lt;br /&gt;
&lt;br /&gt;
Putting a Session in Lineside view (press 3 to activate this view mode) will activate any camera along a route as it is encountered, but will default to Chase Mode in the absence of a camera encounter. This behavior suggests several ways that cameras can be used to enhance Driver mode. A camera can be placed strategically to view loading/unloading/coupling operations, the driver accessing the camera from the menu at the time needed.   Setting up a continuous sequence of cameras can provide a driver with the option of switching to Lineside view as an alternative perspective on his train in motion, whereas starting a Session in Lineside view will automatically trigger a camera&#039;s view as the train comes into view.  A continuous sequence of overlapping camera view fields provides a means of choreographing a rail-fan&#039;s view of train operations for &amp;quot;ride-along&amp;quot; sessions.&lt;br /&gt;
&lt;br /&gt;
Cameras are placed and adjusted from the Tools menu in edit mode. Three tools are available: &amp;quot;Place camera &#039;A&#039;&amp;quot;, &amp;quot;Move camera &#039;M&#039;&amp;quot;, and &amp;quot;Delete camera &#039;D&#039;&amp;quot;. A camera can be placed when editing either a Route or a Session.  A camera placed in a Session will only activate in that Session; a camera placed on a Route will be present in all sessions attached to that route.  &amp;lt;i&amp;gt;&#039;&#039;&#039;To place a camera&#039;&#039;&#039;&amp;lt;/i&amp;gt;, move your viewpoint to the approximate location where you wish it to be, click on Place camera &amp;quot;A&amp;quot;, move your pointer to the exact location on the ground and click LMB. The camera view will appear with the view area marked by four corner angle lines, and a flashing green light in the lower left indicating the camera has been created and set in 3D space&amp;amp;mdash;you are now in Move camera &amp;quot;M&amp;quot; mode.  Use the pointer and RMB to better fix the spot for the camera.&lt;br /&gt;
&lt;br /&gt;
Adjusting the actual view to just what is desired is accomplished with the arrow, PgUp, and PgDn keys on the numeric keyboard, allowing you to pan left or right (camera azimuth), up or down (camera zenith or tilt), or move forward (PgUp or zoom in key) or backward (PgDn or zoom out key). Actually, two options exist for making these adjustments by selecting either &amp;quot;Roaming&amp;quot; or  &amp;quot;Walk&amp;quot; modes from the list of camera views. &#039;&#039;&#039;Walk&#039;&#039;&#039; places the camera on the ground and then affects a straight-forward &amp;quot;walk&amp;quot; backwards and forwards, right or left (using the arrow keys) without changing the camera&#039;s azimuth or tilt.  Azimuth and tilt are accomplished with these same arrow keys in &#039;&#039;&#039;Roaming&#039;&#039;&#039; mode. PgUp and PgDn only work in Roaming mode and can be used in conjunction with the RMB to make larger adjustments in camera location.&lt;br /&gt;
&lt;br /&gt;
The camera location and mode are fixed by clicking on Place camera &amp;quot;A&amp;quot; a second time. Use the PgDn to back off and see the camera (if nothing happens you are in &#039;Walk&#039; mode).  Not satisfied?  Click the pointer on the camera body and click Delete camera to remove the camera, allowing you to start over in a more desirable position using your pointer. Or, the Move camera tool can be used to adjust the camera view and position. Find the camera, select Move Camera &amp;quot;M&amp;quot;, and LMB click on the camera body to bring up the camera&#039;s view, although in &#039;roaming&#039; mode, this may change the camera&#039;s previously set position.  Now the camera can be adjusted as described and the adjustments saved by LMB on Place camera &amp;quot;A&amp;quot;.  Again, backing off to view the camera is a check on your not having created accidentally a second camera.&lt;br /&gt;
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The camera itself has a distinctive icon (a camera body and a hood indicating the direction the camera is pointing) and has two settings or camera types: &amp;lt;b&amp;gt;Static&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Tracking&amp;lt;/b&amp;gt;. Get in the habit of selecting static or tracking before fixing the location of the camera.  This property can be changed by deleting and starting over or by making sure you move the camera some small amount after changing the type.&lt;br /&gt;
&lt;br /&gt;
===Static Camera===&lt;br /&gt;
 &lt;br /&gt;
The &amp;lt;b&amp;gt;Static&amp;lt;/b&amp;gt; and Tracking cameras have different icons and different behaviors. The Static camera view has a fixed view frame: an arc of about 65&amp;amp;deg;; the camera has a red hood; and the camera is activated as a train enters the view area AND is within 200 meters (650 feet) of the camera. The Static camera view is triggered on by the forward end of the consist and triggered off as the end of the consist leaves the camera view or the middle of the train reaches 200 m distant from the camera.  Because the Static camera has a fixed view frame, the points of activation (turn-on) and deactivation (turn-off) are a function of distance between the camera and the active track: a camera set close to the track will &#039;see&#039; a shorter segment of track than a camera set farther back. However, a Static camera will watch the entire consist as it passes by. A Static camera pointing down the track will be subject to the distance rule in that direction instead of the start or end of the train.&lt;br /&gt;
&lt;br /&gt;
Note that for a Static camera, the location of the consist within the frame of the camera view determines whether the camera turns on or not; and distance to the active track establishes how long the camera remains on. Setting up a camera in Roaming mode determines the activation frame.  The camera tilt (up/down arrows) can only be set in Roaming mode. Walk mode is useful for making fine adjustments in location, but Roaming mode is necessary to set the frame that establishes when the camera will activate and deactivate (turn on and off). The borders of the frame determine when a view is acquired from another camera and when the view is passed to the next camera in sequence. For further discussion on handing off the camera view to another camera in sequence, see the section, &amp;lt;u&amp;gt;Continuous Camera Sequencing&amp;lt;/u&amp;gt;, below. &lt;br /&gt;
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===Tracking Camera===&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;Tracking&amp;lt;/b&amp;gt; and Static cameras have different icons and different behaviors. The Tracking camera follows the &amp;lt;u&amp;gt;train engine&amp;lt;/u&amp;gt; and is activated when that engine enters an area defined by a sphere with a radius of about 200 meters (~650 feet); the camera hood is green; and the camera turns off (the driver&#039;s view is passed to another camera or to Chase mode) once the train leaves the sphere centered on the camera or enters the sphere of another camera (see below). Note that for a Tracking camera, both the pan and tilt of the camera will be determined by the location of the focus engine, so you need only adjust the closeness to the track (PgUp/PgDn) and position relative to the ground (up/down arrows) when in Roaming mode. In Walk mode, the camera is set on the ground and the arrows move the camera to the right or to the left or forward/backwards. Thus, for a &amp;quot;person watching&amp;quot; point-of-view, Walk mode offers a way to make fine adjustments in the camera&#039;s location.    &lt;br /&gt;
&lt;br /&gt;
A Tracking camera will focus on a train coming from either direction and point towards the approaching engine, then follow it past the camera to the point where the camera hands off the view as determined by the engine. Realize, that camera-on/camera-off is shorter in time (actually distance along the track) the farther the camera is set from the track, and will not occur for a camera set beyond the activation radius of 200 meters.  This fact can be useful in setting up cameras in complex track areas, where cameras are intended to activate only for a specific section of track and not another track nearby.&lt;br /&gt;
&lt;br /&gt;
Camera-off occurs when the focus engine reaches 200-m from the camera.  Thus, camera-on and camera-off are not influenced by train length. The trigger is the engine, entering then leaving the 200-m radius sphere. For further discussion on handing off the camera view to another camera in sequence, see the following section, &amp;lt;u&amp;gt;Continuous Camera Sequencing&amp;lt;/u&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
==Continuous Camera Sequencing==&lt;br /&gt;
&lt;br /&gt;
Placing cameras at particularly interesting points along a route will result in the view shifting from Chase to Lineside view as the train progresses and encounters the camera triggers (if in Lineside view mode). Chase mode views are set up and adjusted by the driver and Lineside mode views&amp;amp;mdash;set up by the developer&amp;amp;mdash;may conflict with the user&#039;s preferred way of following his train. This fact suggests that if Lineside view is going to be used as the Session setting, the experience should be a continuous one for at least some distance of travel if not the entire layout. Lineside view becomes a tool that can be developed to display a route/session in a manner at the control of the developer, particularly suitable to ride-along scenarios.  Setting up a series of cameras that move the view from camera to camera as a train progresses along a track can be a fairly complex undertaking, requiring not only consideration of the best separation between cameras, but some appreciation of cinematic principles.  Cameras must be chained together so that the view is handed off smoothly from one to the next camera in sequence; cameras set too close together will produce short bursts of views and a jerky experience; too far apart and the driver will experience the view jumping back and forth between a Lineside view and Chase view. Camera views are the equivalent of a rail-fan&#039;s experience of your route and this may be an important consideration in where you place each camera relative to the ground. &lt;br /&gt;
&lt;br /&gt;
Camera sequencing amounts to placement of cameras close enough together to produce smooth transitions (camera view hand-offs) in Driver mode.  Accomplishing this can be done by hit or miss, by using the Ruler tool (for Tracking cameras, separation should be around 1000 ft or 300 meters), or by employing the &amp;lt;b&amp;gt;guide camera sphere&amp;lt;/b&amp;gt; &amp;lt;KUID2:70337:23049:1&amp;gt;, a tool object that, set directly on the ground beneath a Tracking camera, draws a transparent green &amp;quot;influence&amp;quot; sphere showing where the distance of 660 feet (200 meters) is located from that camera in all directions. The &#039;&#039;&#039;guide camera static&#039;&#039;&#039; &amp;lt;KUID:70337:23050&amp;gt; provides a similar tool for setting up a Static camera, although a bit trickier to use. Of course cameras need not be placed at the point where two adjacent hemispheres just touch or just overlap, but approaching this maximum spacing will establish a longer stay on each camera. The guide sphere is not visible in Driver mode, although should be deleted after use, accomplished by using Delete object in the Objects menu anywhere in or on the sphere.&lt;br /&gt;
 &lt;br /&gt;
Considering just the two types of camera, 4 transitions are possible; add the transition into or out of Chase mode, and eight transitions are possible (&amp;lt;i&amp;gt;n&amp;lt;/i&amp;gt; to the third power minus non-existent Chase to Chase).  Consider also, that transitions, in most cases, need to work well in either direction of train travel.  The first rule is to ensure camera view overlaps, as any gaps in the next acquisition will switch the Driver&#039;s view to Chase mode then quickly back to Lineside view. Further complicating hand-offs is the fact that the ends of the consist trigger a static camera on and off. Of importance in setting up cameras to sequence views as the focus consist moves along is &amp;lt;b&amp;gt;camera priority&amp;lt;/b&amp;gt;.  By priority is meant which type of camera will prevail where activation overlaps with another camera type. It bears mentioning (and is discussed below) that some tunnel objects assert camera control as a train enters the portal. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tracking to Tracking&amp;lt;/u&amp;gt; - Hand-off from one Tracking camera to the next Tracking camera occurs when the center of the focus engine passes a point where distance to the next camera is less than distance to the active camera.  That is, view transition will occur midway between the over-lapping influence spheres of two adjacent Tracking cameras. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tracking to Static&amp;lt;/u&amp;gt; - The hand-off from a Tracking to a Static camera is determined by the view of the latter AND the focus engine entering that view area.  If there is overlap in the view areas, the switch will occur when the focus engine is equidistant from the two cameras. In essence, the static camera has priority, but the handover point is a compromise. &amp;lt;!-- However, if the consist is backed in, this splitting does not occur.  The focus engine remains the trigger and the switch over to the Static camera occurs when the engine enters the Static camera field of view.--&amp;gt;  The priority of a static over a tracking camera provides a method for selectively setting the view to one track in a session where a tracking camera covers more than one track.&lt;br /&gt;
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&amp;lt;u&amp;gt;Static to Tracking&amp;lt;/u&amp;gt; - Static cameras do not turn off or hand over the view until the end of the train passes out of view or reaches 200 m (650 ft) distant. A Static camera placed within the sphere of a Tracking camera results in the Static camera grabbing the view as soon as the &amp;lt;u&amp;gt;train&amp;lt;/u&amp;gt; appears (actually the midpoint of the car entering the camera view) and holding on to the view until the train leaves (the midpoint of the trailing car). In this sequence, the Static camera has priority over a Tracking camera, which will display once the Static camera looses the consist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Static to Static&amp;lt;/u&amp;gt; - Sequenced Static cameras need not have overlapping views, only that the front of the consist enter the &#039;next&#039; Static camera before the end of that consist leaves the active camera.  Thus, it is possible to set up two or more Static cameras and achieve a smooth transition, at least in theory. However, any actual gaps in camera view placement will achieve a good hand-off only for trains of a particular length or greater (that is, may not work well with shorter trains).  Aiming two static cameras in sequence in different directions (one aimed up the track and one down the track) is relying on timing to affect a smooth transition, and therefore sensitive to train length (see [[#Problems|Sequencing Problems: &amp;quot;Bugs&amp;quot;]]).&lt;br /&gt;
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===Camera Transition Rules (Summary)===&lt;br /&gt;
&lt;br /&gt;
* A camera must be within 650 ft (200 m) of the track to acquire and present a view and &#039;&#039;&#039;Lineside&#039;&#039;&#039; view must be the selected option.&lt;br /&gt;
* Gaps in coverage transitioning from one camera to the next will result in the screen temporarily switching to &#039;&#039;&#039;Chase&#039;&#039;&#039; view.&lt;br /&gt;
* A &#039;&#039;&#039;Tracking&#039;&#039;&#039; camera centers the view on the focus engine, panning as the engine moves past and is controlled (turned on/off) by distance (under 200 m) from the camera.&lt;br /&gt;
* Hand-off from one &#039;&#039;&#039;Tracking&#039;&#039;&#039; camera to another occurs when the distance from the first exceeds the distance to the second (i.e., at the midpoint in the overlap of their respective 200-m radius spheres)&lt;br /&gt;
* A &#039;&#039;&#039;Static&#039;&#039;&#039; camera is activated when the front end of the consist enters within 200 m of the view frame and triggers off when the rear of the consist exits the view or moves beyond 200 m from the camera.&lt;br /&gt;
* A &#039;&#039;&#039;Static&#039;&#039;&#039; camera will acquire and keep the view (has priority) even where placement is within the sphere of a &#039;&#039;&#039;Tracking&#039;&#039;&#039; camera or followed in sequence by another &#039;&#039;&#039;Tracking&#039;&#039;&#039; camera.&lt;br /&gt;
* &#039;&#039;&#039;Camera priority&#039;&#039;&#039; is as follows (lowest to highest):-&lt;br /&gt;
** Chase view&lt;br /&gt;
** Tunnel&lt;br /&gt;
** Tracking&lt;br /&gt;
** Static&lt;br /&gt;
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=Choreographic Considerations=&lt;br /&gt;
&lt;br /&gt;
For those Trainz aficionados particularly into developing realistic scenery, the Lineside view provides a bounded canvas for adding detail that will be noticed by the driver.  In general, small objects are not necessarily seen by a driver in the more commonly used Cab or Chase views. Lineside view is an opportunity to develop focused detail on your layout, including objects that themselves move (persons walking, persons with body movements). Because the train moves through a fixed view, a Static camera is particularly well-suited to setting up this sort of detail to emphasize activities ongoing beyond the train and track: small dioramas that enhance the enjoyment of both the route developer and route drivers.  Starting a ride-along session (train under AI control) in Lineside view can be an excellent introduction to your route, especially if coupled with triggered message pop-ups (See: [[How to Use Message Popup Rule|Message Popup Rule]]) that describe what is displayed.&lt;br /&gt;
&lt;br /&gt;
==Opening Session Camera View==&lt;br /&gt;
&lt;br /&gt;
On the start of a Session, you may wish to have the view focused on a particular train or some other object. The default will be a Chase Mode view of the engine of the first driver listed in the Driver Setup under Edit Session, whether an AI Driver or First Human Player. Unsetting the Driver Setup Rule &amp;quot;Focus camera on first Driver&amp;quot; shifts this initial focus to the First Human Player. You can also control this initial opening using the &amp;lt;b&amp;gt;[[Session_Rule_List_with_Parameters#Set_Camera_Rule|Set Camera Rule]]&amp;lt;/b&amp;gt;, which allows choosing the view upon rule execution; focus might be, for example, on the station platform.  Combined with a trigger, this rule may be used at any point in a session, opening up choreographic possibilities other than those discussed here considering just Lineside Camera view.  If you wonder how the &amp;quot;camera&amp;quot; knows where to be when you run the session, it will be the view as seen when you selected the object to focus on before you closed editing the rule. Realize that specifying an engine other than the one you wish to follow will shift Session focus to that other engine.&lt;br /&gt;
&lt;br /&gt;
Another rule that works (does not work in TRS2019Beta) in a more or less similar manner is the &amp;lt;b&amp;gt;[[Session_Rule_List_with_Parameters#Focus_Camera_Rule|Focus Camera Rule]]&amp;lt;/b&amp;gt;.  This rule differs from the previously described Set Camera Rule only in that no list of objects to choose from is provided (the Set Camera Rule provides an incomplete list of objects). An option for setting the camera pitch and yaw has no effect.  Set View Mode will influence what you get with whatever driver does have focus at start of Session. Indeed, in TRS2019Beta both rules produces no predictable outcome other than preserving whatever view was present when you saved the Session edit.&lt;br /&gt;
&lt;br /&gt;
A third rule for controlling screen view, especially at the start of a Session, is the &amp;lt;b&amp;gt;[[Session_Rule_List_with_Parameters#Cinematic_Camera_Rule|Cinematic Camera Rule]]&amp;lt;/b&amp;gt;, ostensively providing &amp;quot;several different cinematic style cameras with animations&amp;quot;. The animations work, but the list of focus objects is a mixed bag of train cars, engines, and a small number of named objects. Zoom and circle object do work, but the rule must not implement until the scene is fully painted, requiring some sort of delay (or perhaps circling twice).&lt;br /&gt;
&lt;br /&gt;
==Tunnels==&lt;br /&gt;
&lt;br /&gt;
When a train enters a tunnel, the screen view will be altered in a manner dependent upon the tunnel asset itself.  A camera following a train in &amp;lt;b&amp;gt;Chase Mode&amp;lt;/b&amp;gt; may suddenly be viewing the train from inside the mountain&amp;amp;mdash;undesirable because from outside, the tunnel walls become invisible, as does the ground above.  The camera angle may shift to looking directly down on the engine, but still hovering above it. In other cases, presumably tunnels meeting the latest standard, the camera will come to rest on top of the engine, and the view becomes one of riding along inside the tunnel feature.&lt;br /&gt;
&lt;br /&gt;
In &amp;lt;b&amp;gt;Lineside Mode&amp;lt;/b&amp;gt;, a shift as described above may or may not occur, depending on the tunnel asset. Ideally, the train disappears into the tunnel and a Tracking camera continues to follow it, pointing at where the engine is under the ground.  In TRS2019, this is not the case: the tunnel grabs the view from the camera, forcing the view onto the engine inside the tunnel.  Worse, once grabbed, the view is fixed and no switch to any view, manual or otherwise (except Cab view), can be made.  This &amp;quot;bug&amp;quot; has been fixed in TRS2019Beta.  &lt;br /&gt;
&lt;br /&gt;
A Tracking camera above the tunnel will point downward towards the engine, showing just the ground surface; a Static camera continues to point to wherever it was set-up to point as long as the consist is within range.  You could prevent this behavior by making sure the camera loses control just as the train enters the tunnel portal (be sure another camera picks it up outside the other end).  In Lineside Mode, how the screen view is treated after the train &amp;quot;disappears&amp;quot; requires some thought.  If the tunnel is long, to prevent a switch to the engine inside the tunnel may require having one or more additional cameras located on the mountain above the tunnel.  This will work as long as the distance to the train below is less than 200 m. Remember, this distance is measured from the camera to the train&amp;amp;mdash;as the train progresses, its distance from the camera will steadily increase.&lt;br /&gt;
&lt;br /&gt;
The view of the landscape above the train &amp;lt;i&amp;gt;sans&amp;lt;/i&amp;gt; train will need attention, if only to obviate temporary boredom. One consideration might be placing a triggered message (see [[How_to_Use_Message_Popup_Rule|Message Popup Rule]]), such as one providing tunnel name and length; or one describing the view that is displayed.&lt;br /&gt;
&lt;br /&gt;
=Problems=&lt;br /&gt;
&lt;br /&gt;
*TrainzPlus SP4 solves problems described on this page and camera use in TRS2019 is mostly problem free. An exception is manifested as a placed camera becoming inaccessible to editing or deleting.  The camera works as intended in a session, but cannot be moved, adjusted, or removed in surveyor mode.  This problem is caused by placement of the camera too close to some other object (such as a boulder). For this same reason, &amp;lt;b&amp;gt;you will not be able to adjust a camera with the camera guide present&amp;lt;/b&amp;gt;.  Moving the object away from the camera object (or deleting the guide camera sphere) will allow access to the camera again.&lt;br /&gt;
&lt;br /&gt;
*Because a camera is an object (although cannot be moved in Object mode), adjusting an existing camera by clicking on the camera body with Move camera &amp;quot;M&amp;quot; will have the annoying effect of causing the camera to jump away from its original position, obviating the making of minor adjustments to the view.  The distance of the jump can be minimized by approaching the camera from directly overhead.&lt;br /&gt;
&lt;br /&gt;
*In Driver mode, a small, but sudden shift in the view likely means you have accidentally set two cameras in very close proximity, an easy mistake to make when adjusting a camera by selecting the Place camera &amp;quot;A&amp;quot; tool instead of the Move camera &amp;quot;M&amp;quot; tool. Delete one of the cameras.  Large shifts in the view (jumps to a more distant camera) indicate imperfect placement of cameras set in sequence.&lt;br /&gt;
&lt;br /&gt;
*Various Session Rules that might be used to set the camera view (not the Camera object) produce problematic results in TRS2019Beta but may be useful to set an initial scene for a Session. In their absence, the start-up Session view will be the focus engine in Chase mode (in TRS2019Beta, it is last view present when the Session was saved). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- BEGIN bugs table --&amp;gt;&lt;br /&gt;
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In TrainzPlus, a Static camera may not always operate as expected under the rules outlined above. After handing over to another camera in sequence, the Static camera will flash back on.  The trigger seems to be when the train &amp;lt;u&amp;gt;engine&amp;lt;/u&amp;gt; reaches a point equidistant from the active camera and the previous (Static) camera.  This action is, however, dependent upon both camera placement geometry and train length. Short trains will not trigger the undesirable action; very long trains will result in a back and forth switching between the two cameras (&amp;quot;flicker&amp;quot;), suggesting that the engine reaching a certain distance from a camera is not the only trigger. Making sure the Static camera is outside the influence sphere of the Tracking camera appears to avoid this problem, but having inconsistent rules for handing over to a next camera in sequence suggests other problems are lurking within the code.&lt;br /&gt;
This bug appears to have been partially fixed as of &amp;lt;b&amp;gt;TRS2019 SP4&amp;lt;/b&amp;gt; (build 114800), but not with respect to sequenced Static cameras: a back and forth &amp;quot;flicker&amp;quot; occurs between two Static cameras so long as any part of the consist remains within view of the first camera.  This behavior is odd, because it says any movement (not the lead end of a consist) will turn a Static camera back on unless the focus has been acquired by a Tracking camera. This behavior is contrary to the Camera Transition Rules and clearly a bug because camera behavior should not depend on the length of a consist.&lt;br /&gt;
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&amp;lt;/table&amp;gt;																&amp;lt;!-- END bugs table --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Cameras in the Future=&lt;br /&gt;
&lt;br /&gt;
Future versions will include a &amp;quot;timeline&amp;quot; mode that will allow setting a variety of camera controls to capture the perfect video footage using the trackside cameras. This system would include tweaks to the tracking cameras; adding pans, zooms, etc. to any camera (Tony Hilliam, Forum, March 11, 2019).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Help:Driver_MenuCamera|Help: Driver Menu Camera]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Session_Rules_By_Categories_With_Properties#Camera_Rules|Session Rules]]&#039;&#039;&#039; (Camera rules explained)&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
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[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:Driver_MenuCamera&amp;diff=30524</id>
		<title>Help:Driver MenuCamera</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:Driver_MenuCamera&amp;diff=30524"/>
		<updated>2021-10-26T18:32:16Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: More detail for roaming view&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[File:TRS2019-camera-menu.jpg]] Camera Menu==&lt;br /&gt;
The Camera Menu allows you to change between the different camera modes as below.&lt;br /&gt;
&lt;br /&gt;
===Cab (1)===&lt;br /&gt;
Places you into the Interior/Cab view of either the leading vehicle of the train, or the selected vehicle if it is fitted with an Interior view.&lt;br /&gt;
&lt;br /&gt;
===Chase (2)===&lt;br /&gt;
Places you into the Chase Camera mode. This camera is fixed to the selected vehicle, and allows you to rotate around the vehicle and zoom in and out. You can move between vehicles in the consist using the &amp;quot;-&amp;quot; and &amp;quot;=&amp;quot; keys or by left clicking on the vehicle you wish to go to.&lt;br /&gt;
&lt;br /&gt;
===Lineside (3)===&lt;br /&gt;
When available, this camera mode will use trackside (static, or tracking) cameras to view your train as it goes by. If no trackside camera is nearby, then the view will revert back to Chase mode until the train gets close to another trackside camera.&lt;br /&gt;
&lt;br /&gt;
===Roaming (4)===&lt;br /&gt;
&amp;lt;b&amp;gt;Roaming&amp;lt;/b&amp;gt; mode allows you to move freely around the route independent of any consist. Switching from cab or chase view to roaming in-game removes the screen view from the train and places it at a point on the ground. &lt;br /&gt;
&lt;br /&gt;
===Map (M)===&lt;br /&gt;
The Map view allows you to view a map of the route. This view can allow you to set junctions and view signals ahead of you, as well as view the location of industries, other trains, and more.&lt;br /&gt;
&lt;br /&gt;
=Camera Menu - Trainz PLUS=&lt;br /&gt;
The following information applies to the Trainz Plus update for Q1, 2019. These features (or similar/improved versions) will be included in a future version of Trainz.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:2019-03-11 152539.png]]&lt;br /&gt;
&lt;br /&gt;
===Cab (1)===&lt;br /&gt;
Places you into the Interior/Cab view of either the leading vehicle of the train, or the selected vehicle if it is fitted with an Interior view.&lt;br /&gt;
&lt;br /&gt;
In Cab/Realistic control mode, the train may be driven by mousing the 3D controls on the cab mesh itself.&lt;br /&gt;
&lt;br /&gt;
Use the [ and ] keys to cycle between internal views.&lt;br /&gt;
&lt;br /&gt;
Mousewheel &amp;quot;Zoom&amp;quot; all the way out, and continue scrolling to apply &amp;quot;pressure&amp;quot;, and the camera will transition to the &amp;quot;Chase Camera&amp;quot; mode. Zooming all the way in when in Chase more will take you inside the cab.&lt;br /&gt;
&lt;br /&gt;
An alternative mode exists for this camera, activated via the in-game settings. Fee Int Cam allows the viewpoint to be freely moved around in relation to the cab using the arrow keys and Pg Up/Pg Dn keys.&lt;br /&gt;
&lt;br /&gt;
===Chase (2)===&lt;br /&gt;
This camera is fixed to the selected vehicle, and allows you to rotate around the vehicle and zoom in and out. &lt;br /&gt;
&lt;br /&gt;
You can move between vehicles in the consist using the &amp;quot;-&amp;quot; and &amp;quot;=&amp;quot; keys or by left clicking on the vehicle you wish to go to.&lt;br /&gt;
&lt;br /&gt;
Zoom to cab mode: With the loco selected (or any traincar with an interior), if the user zooms all the way in, the camera will transition to &amp;quot;Cab Camera&amp;quot; mode. Zooming out again will transition back into Chase camera mode.&lt;br /&gt;
&lt;br /&gt;
If the targeted train enters a tunnel, this camera will automatically switch to a &amp;quot;tunnel view&amp;quot; which locks the position to the roof of the train car and switches to &amp;quot;first person&amp;quot; style pitch/yaw controls. Zooming is disabled in tunnel view.&lt;br /&gt;
&lt;br /&gt;
===Lineside (3)===&lt;br /&gt;
Lineside (also known as &amp;quot;tracking&amp;quot;) view uses preplaced camera map objects to define the camera view. Like the external/cab cameras, this camera needs a target (typically a train car) which it will use to select the best camera. As the target moves, the camera may track it, or another fixed camera may be selected. If there is no camera which can &amp;quot;see&amp;quot; the target, then the camera controller will temporarily fall back to the chase camera. &lt;br /&gt;
&lt;br /&gt;
The fixed viewpoint cameras cannot be repositioned, zoomed or angled by the player (in Driver), but the fallback chase camera operates as normal. Of course the user can edit the route or session to adjust the existing lineside cameras or to add new ones.  See [[How_to_Place_and_Use_a_Camera]] for detailed considerations regarding set-up of cameras along your route.&lt;br /&gt;
&lt;br /&gt;
===Roaming (4)===&lt;br /&gt;
The roaming camera allows free movement by the player anywhere in the world where there is ground to click on. The focal point of this view is a &amp;quot;compass&amp;quot; display in the 3D world (though this can be hidden in the game settings). The camera itself is positioned at some distance (zoom) from the compass, and may be rotated around it much like in chase camera.&lt;br /&gt;
&lt;br /&gt;
The camera may be zoomed in to around 1 m from the compass, or out to 50 km using satellite/minimap view.&lt;br /&gt;
&lt;br /&gt;
The zoom feature can be used to switch to and from Walk Camera (defined below).&lt;br /&gt;
&lt;br /&gt;
The zoom feature can be used to switch to and from Map Camera camera (defined below).&lt;br /&gt;
&lt;br /&gt;
===Carz (5) ===&lt;br /&gt;
The car camera is identical to the roaming camera at first, but allows the player to target a &amp;quot;car&amp;quot; object in the world, and will automatically follow it as it drives around. The camera can only target traffic cars (&amp;quot;carz&amp;quot;), not scenery objects.&lt;br /&gt;
&lt;br /&gt;
When the user targets a car (by left-clicking it in the 3D world) the camera will switch to a position behind and above that car, and follow it around the world. The camera can be rotated/zoomed much like Chase Camera. The camera rotation/zoom has the same smoothing and acceleration as Chase Camera.&lt;br /&gt;
&lt;br /&gt;
The player may switch targets at any time. If the target object is deleted then the camera will return to the &amp;quot;roaming camera&amp;quot; behaviour of the Car Camera mode.&lt;br /&gt;
Currently there is no method to control the speed or direction of the carz, nor jump to an internal camera for the car. Maybe one day… :-)&lt;br /&gt;
&lt;br /&gt;
===Walk (6) ===&lt;br /&gt;
This is a first-person style camera, where the player can “walk” around the terrain using the arrow keys.&lt;br /&gt;
&lt;br /&gt;
Currently, the walk camera is only affected by the ground height. The player cannot swim, jump, etc. and can walk through any splines, scenery, etc. When crossing water, the player maintains water level height (effectively walking on water). Longer term, we plan to integrate PhysX support but that is beyond the current scope of this release.&lt;br /&gt;
&lt;br /&gt;
The camera can be made to move faster (&amp;quot;run&amp;quot;) using the ‘Ctrl’ key.&lt;br /&gt;
&lt;br /&gt;
Using the mousewheel to zoom out will transition the player to roaming camera. Zooming in again will transition you back again to walk mode.&lt;br /&gt;
&lt;br /&gt;
===Fly (7) ===&lt;br /&gt;
The Fly camera hovers in place and is moved by using the arrow keys and the mouse. Changing the pitch of the camera will change the flight angle, so you can fly upwards, or downwards depending on the direction the camera is facing. (This is limited to 180 degrees to avoid the camera “flipping upside down”). &lt;br /&gt;
&lt;br /&gt;
The flying camera is prevented from dropping below ground height but is otherwise not affected by splines, scenery, water, etc (so you can fly underwater). It has a fixed maximum altitude which is set low enough that it doesn&#039;t cause problems with draw distance or minimap transitions when switching cameras. &lt;br /&gt;
&lt;br /&gt;
On entering &amp;quot;Fly&amp;quot; camera mode, the camera will be forced within the camera&#039;s ceiling altitude and flying to map view is prevented. &lt;br /&gt;
&lt;br /&gt;
===Drone (8) ===&lt;br /&gt;
With the new free-flying “Drone” camera, the camera hovers in place and is controlled by the arrow keys and Pg Up/Pg Dn. Unlike Fly mode, movement is unaffected by pitch, keeping the camera height constant unless it is explicitly adjusted using the Pg Up and Pg Dn keys or unless a ground collision forces it upward. &lt;br /&gt;
&lt;br /&gt;
Camera speed is affected by height, so low to the ground you&#039;ll be moving slower than above ~50m. We&#039;ve also added a mousewheel option for rapid forward or back movement (which moves you much faster than the arrow keys).&lt;br /&gt;
&lt;br /&gt;
If the camera was previously anchored to an object, the drone will remain anchored to the same object. You can also move along a train just as in Chase mode by using the - and + keys.&lt;br /&gt;
&lt;br /&gt;
To select a new target, when you click the ground, it will search 20m radius for a nearby train to attach to. If no train is found it will target the ground.&lt;br /&gt;
&lt;br /&gt;
===Map (M)===&lt;br /&gt;
The player is able to zoom to and from map view in both the roaming and external cameras. When zooming to and from map view the minimap features will gradually transition in, first the spline overlays (including junctions/signals/etc), then the objects and terrain. In order to correctly align with the minimap the camera pitch angle is forced to face vertically downward.&lt;br /&gt;
&lt;br /&gt;
In Driver, the map view can also be locked, so that the player may zoom right in without transitioning back to the 3D world. This behaviour does not currently exist in Surveyor.&lt;br /&gt;
&lt;br /&gt;
Explicitly switching to the &amp;quot;Map Camera&amp;quot; using the camera menu or the equivalent shortcut will also lock the player into map view. &lt;br /&gt;
&lt;br /&gt;
==Other Options==&lt;br /&gt;
&lt;br /&gt;
===Hotkeys===&lt;br /&gt;
If you have patched up from an existing Trainz version, you can update your hotkeys to the defaults by selecting System Menu &amp;gt; Settings &amp;gt; Control Settings. New installs will have the default hotkeys included.&lt;br /&gt;
&lt;br /&gt;
===Coupling===&lt;br /&gt;
While not explicitly set up as a coupling camera, the new Drone camera is very useful during coupling operations. In Drone view, you can select your train (or the coupling target train) and move forward and back along the train using the ‘-’ and ‘+’ keys. You can fine tune the attachment to a train car by using the arrow ley, then adjust the height using Pg Up and Pg Dn, and adjust the camera pitch using the mouse.&lt;br /&gt;
&lt;br /&gt;
===Surveyor Tools Disabled===&lt;br /&gt;
Since certain camera modes are not compatible with Surveyor tools (such as Carz, where selection of a target is required), users are prompted to switch to Roaming camera when trying to access those tools.&lt;br /&gt;
&lt;br /&gt;
=See Also:=&lt;br /&gt;
*[[Help:Surveyor_MenuCamera | Surveyor Menu Camera]]&lt;br /&gt;
*[[Trainz_Plus | Trainz Plus Details]]&lt;br /&gt;
*[[Help:MenuBar|TRS2019 Driver Menu Bar]]&lt;br /&gt;
*[[Help:TRS19_Driver_UI|TRS2019 Driver UI]]&lt;br /&gt;
*[[Help:TRS19|TRS2019 Help Page]]&lt;br /&gt;
&lt;br /&gt;
[[Category:TRS19]]&lt;br /&gt;
[[Category: Help]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Place_and_Use_a_Camera&amp;diff=30523</id>
		<title>How to Place and Use a Camera</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Place_and_Use_a_Camera&amp;diff=30523"/>
		<updated>2021-10-26T18:23:21Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: More details on static vs tracking cameras in sequences; fewer problems w/ SP4&lt;/p&gt;
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&amp;lt;td&amp;gt;The &#039;&#039;&#039;camera&#039;&#039;&#039; described here is a map object set anywhere on the layout that will activate (change your view of the scene to what the camera sees) when a train that has focus comes within the camera view.&amp;lt;td&amp;gt;&lt;br /&gt;
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&amp;lt;TABLE&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TRS2019-camera-menu.jpg|Camera Menu]]&amp;lt;br&amp;gt;The top tool bar in TRS2019 (upper right corner in TS12 and TANE) includes a Camera Menu providing 8 different camera view options (4 in TS12 and TANE) for viewing the 3D world and, as well, a 2D Map View (see [[Help:Surveyor MenuCamera]]).  This How-to page covers setting up cameras along your route specifically for &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Lineside&#039;&#039;&#039;&amp;lt;/font&amp;gt; view from that menu (or press &#039;3&#039; on the keyboard). The information on this Trainz Wiki page applies to &amp;lt;b&amp;gt;TANE&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;TrainzPLUS&amp;lt;/b&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Placing a Camera=&lt;br /&gt;
&lt;br /&gt;
Putting a Session in Lineside view (press 3 to activate this view mode) will activate any camera along a route as it is encountered, but will default to Chase Mode in the absence of a camera encounter. This behavior suggests several ways that cameras can be used to enhance Driver mode. A camera can be placed strategically to view loading/unloading/coupling operations, the driver accessing the camera from the menu at the time needed.   Setting up a continuous sequence of cameras can provide a driver with the option of switching to Lineside view as an alternative perspective on his train in motion, whereas starting a Session in Lineside view will automatically trigger a camera&#039;s view as the train comes into view.  A continuous sequence of overlapping camera view fields provides a means of choreographing a rail-fan&#039;s view of train operations for &amp;quot;ride-along&amp;quot; sessions.&lt;br /&gt;
&lt;br /&gt;
Cameras are placed and adjusted from the Tools menu in edit mode. Three tools are available: &amp;quot;Place camera &#039;A&#039;&amp;quot;, &amp;quot;Move camera &#039;M&#039;&amp;quot;, and &amp;quot;Delete camera &#039;D&#039;&amp;quot;. A camera can be placed when editing either a Route or a Session.  A camera placed in a Session will only activate in that Session; a camera placed on a Route will be present in all sessions attached to that route.  &amp;lt;i&amp;gt;&#039;&#039;&#039;To place a camera&#039;&#039;&#039;&amp;lt;/i&amp;gt;, move your viewpoint to the approximate location where you wish it to be, click on Place camera &amp;quot;A&amp;quot;, move your pointer to the exact location on the ground and click LMB. The camera view will appear with the view area marked by four corner angle lines, and a flashing green light in the lower left indicating the camera has been created and set in 3D space&amp;amp;mdash;you are now in Move camera &amp;quot;M&amp;quot; mode.  Use the pointer and RMB to better fix the spot for the camera.&lt;br /&gt;
&lt;br /&gt;
Adjusting the actual view to just what is desired is accomplished with the arrow, PgUp, and PgDn keys on the numeric keyboard, allowing you to pan left or right (camera azimuth), up or down (camera zenith or tilt), or move forward (PgUp or zoom in key) or backward (PgDn or zoom out key). Actually, two options exist for making these adjustments by selecting either &amp;quot;Roaming&amp;quot; or  &amp;quot;Walk&amp;quot; modes from the list of camera views. &#039;&#039;&#039;Walk&#039;&#039;&#039; places the camera on the ground and then affects a straight-forward &amp;quot;walk&amp;quot; backwards and forwards, right or left (using the arrow keys) without changing the camera&#039;s azimuth or tilt.  Azimuth and tilt are accomplished with these same arrow keys in &#039;&#039;&#039;Roaming&#039;&#039;&#039; mode. PgUp and PgDn only work in Roaming mode and can be used in conjunction with the RMB to make larger adjustments in camera location.&lt;br /&gt;
&lt;br /&gt;
The camera location and mode are fixed by clicking on Place camera &amp;quot;A&amp;quot; a second time. Use the PgDn to back off and see the camera (if nothing happens you are in &#039;Walk&#039; mode).  Not satisfied?  Click the pointer on the camera body and click Delete camera to remove the camera, allowing you to start over in a more desirable position using your pointer. Or, the Move camera tool can be used to adjust the camera view and position. Find the camera, select Move Camera &amp;quot;M&amp;quot;, and LMB click on the camera body to bring up the camera&#039;s view, although in &#039;roaming&#039; mode, this may change the camera&#039;s previously set position.  Now the camera can be adjusted as described and the adjustments saved by LMB on Place camera &amp;quot;A&amp;quot;.  Again, backing off to view the camera is a check on your not having created accidentally a second camera.&lt;br /&gt;
&lt;br /&gt;
The camera itself has a distinctive icon (a camera body and a hood indicating the direction the camera is pointing) and has two settings or camera types: &amp;lt;b&amp;gt;Static&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Tracking&amp;lt;/b&amp;gt;. Get in the habit of selecting static or tracking before fixing the location of the camera.  This property can be changed by deleting and starting over or by making sure you move the camera some small amount after changing the type.&lt;br /&gt;
&lt;br /&gt;
===Static Camera===&lt;br /&gt;
 &lt;br /&gt;
The &amp;lt;b&amp;gt;Static&amp;lt;/b&amp;gt; and Tracking cameras have different icons and different behaviors. The Static camera view has a fixed view frame: an arc of about 65&amp;amp;deg;; the camera has a red hood; and the camera is activated as a train enters the view area AND is within 200 meters (650 feet) of the camera. The Static camera view is triggered on by the forward end of the consist and triggered off as the end of the consist leaves the camera view or the middle of the train reaches 200 m distant from the camera.  Because the Static camera has a fixed view frame, the points of activation (turn-on) and deactivation (turn-off) are a function of distance between the camera and the active track: a camera set close to the track will &#039;see&#039; a shorter segment of track than a camera set farther back. However, a Static camera will watch the entire consist as it passes by. A Static camera pointing down the track will be subject to the distance rule in that direction instead of the start or end of the train.&lt;br /&gt;
&lt;br /&gt;
Note that for a Static camera, the location of the consist within the frame of the camera view determines whether the camera turns on or not; and distance to the active track establishes how long the camera remains on. Setting up a camera in Roaming mode determines the activation frame.  The camera tilt (up/down arrows) can only be set in Roaming mode. Walk mode is useful for making fine adjustments in location, but Roaming mode is necessary to set the frame that establishes when the camera will activate and deactivate (turn on and off). The borders of the frame determine when a view is acquired from another camera and when the view is passed to the next camera in sequence. For further discussion on handing off the camera view to another camera in sequence, see the section, &amp;lt;u&amp;gt;Continuous Camera Sequencing&amp;lt;/u&amp;gt;, below. &lt;br /&gt;
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===Tracking Camera===&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;Tracking&amp;lt;/b&amp;gt; and Static cameras have different icons and different behaviors. The Tracking camera follows the &amp;lt;u&amp;gt;train engine&amp;lt;/u&amp;gt; and is activated when that engine enters an area defined by a sphere with a radius of about 200 meters (~650 feet); the camera hood is green; and the camera turns off (the driver&#039;s view is passed to another camera or to Chase mode) once the train leaves the sphere centered on the camera or enters the sphere of another camera (see below). Note that for a Tracking camera, both the pan and tilt of the camera will be determined by the location of the focus engine, so you need only adjust the closeness to the track (PgUp/PgDn) and position relative to the ground (up/down arrows) when in Roaming mode. In Walk mode, the camera is set on the ground and the arrows move the camera to the right or to the left or forward/backwards. Thus, for a &amp;quot;person watching&amp;quot; point-of-view, Walk mode offers a way to make fine adjustments in the camera&#039;s location.    &lt;br /&gt;
&lt;br /&gt;
A Tracking camera will focus on a train coming from either direction and point towards the approaching engine, then follow it past the camera to the point where the camera hands off the view as determined by the engine. Realize, that camera-on/camera-off is shorter in time (actually distance along the track) the farther the camera is set from the track, and will not occur for a camera set beyond the activation radius of 200 meters.  This fact can be useful in setting up cameras in complex track areas, where cameras are intended to activate only for a specific section of track and not another track nearby.&lt;br /&gt;
&lt;br /&gt;
Camera-off occurs when the focus engine reaches 200-m from the camera.  Thus, camera-on and camera-off are not influenced by train length. The trigger is the engine, entering then leaving the 200-m radius sphere. For further discussion on handing off the camera view to another camera in sequence, see the following section, &amp;lt;u&amp;gt;Continuous Camera Sequencing&amp;lt;/u&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
==Continuous Camera Sequencing==&lt;br /&gt;
&lt;br /&gt;
Placing cameras at particularly interesting points along a route will result in the view shifting from Chase to Lineside view as the train progresses and encounters the camera triggers (if in Lineside view mode). Chase mode views are set up and adjusted by the driver and Lineside mode views&amp;amp;mdash;set up by the developer&amp;amp;mdash;may conflict with the user&#039;s preferred way of following his train. This fact suggests that if Lineside view is going to be used as the Session setting, the experience should be a continuous one for at least some distance of travel if not the entire layout. Lineside view becomes a tool that can be developed to display a route/session in a manner at the control of the developer, particularly suitable to ride-along scenarios.  Setting up a series of cameras that move the view from camera to camera as a train progresses along a track can be a fairly complex undertaking, requiring not only consideration of the best separation between cameras, but some appreciation of cinematic principles.  Cameras must be chained together so that the view is handed off smoothly from one to the next camera in sequence; cameras set too close together will produce short bursts of views and a jerky experience; too far apart and the driver will experience the view jumping back and forth between a Lineside view and Chase view. Camera views are the equivalent of a rail-fan&#039;s experience of your route and this may be an important consideration in where you place each camera relative to the ground. &lt;br /&gt;
&lt;br /&gt;
Camera sequencing amounts to placement of cameras close enough together to produce smooth transitions (camera view hand-offs) in Driver mode.  Accomplishing this can be done by hit or miss, by using the Ruler tool (for Tracking cameras, separation should be around 1000 ft or 300 meters), or by employing the &amp;lt;b&amp;gt;guide camera sphere&amp;lt;/b&amp;gt; &amp;lt;KUID2:70337:23049:1&amp;gt;, a tool object that, set directly on the ground beneath a Tracking camera, draws a transparent green &amp;quot;influence&amp;quot; sphere showing where the distance of 660 feet (200 meters) is located from that camera in all directions. The &#039;&#039;&#039;guide camera static&#039;&#039;&#039; &amp;lt;KUID:70337:23050&amp;gt; provides a similar tool for setting up a Static camera, although a bit trickier to use. Of course cameras need not be placed at the point where two adjacent hemispheres just touch or just overlap, but approaching this maximum spacing will establish a longer stay on each camera. The guide sphere is not visible in Driver mode, although should be deleted after use, accomplished by using Delete object in the Objects menu anywhere in or on the sphere.&lt;br /&gt;
 &lt;br /&gt;
Considering just the two types of camera, 4 transitions are possible; add the transition into or out of Chase mode, and eight transitions are possible (&amp;lt;i&amp;gt;n&amp;lt;/i&amp;gt; to the third power minus non-existent Chase to Chase).  Consider also, that transitions, in most cases, need to work well in either direction of train travel.  The first rule is to ensure camera view overlaps, as any gaps in the next acquisition will switch the Driver&#039;s view to Chase mode then quickly back to Lineside view. Further complicating hand-offs is the fact that the ends of the consist trigger a static camera on and off. Of importance in setting up cameras to sequence views as the focus consist moves along is &amp;lt;b&amp;gt;camera priority&amp;lt;/b&amp;gt;.  By priority is meant which type of camera will prevail where activation overlaps with another camera type. It bears mentioning (and is discussed below) that some tunnel objects assert camera control as a train enters the portal. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tracking to Tracking&amp;lt;/u&amp;gt; - Hand-off from one Tracking camera to the next Tracking camera occurs when the center of the focus engine passes a point where distance to the next camera is less than distance to the active camera.  That is, view transition will occur midway between the over-lapping influence spheres of two adjacent Tracking cameras. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tracking to Static&amp;lt;/u&amp;gt; - The hand-off from a Tracking to a Static camera is determined by the view of the latter AND the focus engine entering that view area.  If there is overlap in the view areas, the switch will occur when the focus engine is equidistant from the two cameras. In essence, the static camera has priority, but the handover point is a compromise. &amp;lt;!-- However, if the consist is backed in, this splitting does not occur.  The focus engine remains the trigger and the switch over to the Static camera occurs when the engine enters the Static camera field of view.--&amp;gt;  The priority of a static over a tracking camera provides a method for selectively setting the view to one track in a session where a tracking camera covers more than one track.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Static to Tracking&amp;lt;/u&amp;gt; - Static cameras do not turn off or hand over the view until the end of the train passes out of view or reaches 200 m (650 ft) distant. A Static camera placed within the sphere of a Tracking camera results in the Static camera grabbing the view as soon as the &amp;lt;u&amp;gt;train&amp;lt;/u&amp;gt; appears (actually the midpoint of the car entering the camera view) and holding on to the view until the train leaves (the midpoint of the trailing car). In this sequence, the Static camera has priority over a Tracking camera, which will display once the Static camera looses the consist.&lt;br /&gt;
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&amp;lt;u&amp;gt;Static to Static&amp;lt;/u&amp;gt; - Sequenced Static cameras need not have overlapping views, only that the front of the consist enter the &#039;next&#039; Static camera before the end of that consist leaves the active camera.  Thus, it is possible to set up two or more Static cameras and achieve a smooth transition, at least in theory. However, any actual gaps in camera view placement will achieve a good hand-off only for trains of a particular length or greater (that is, may not work well with shorter trains).  Aiming two static cameras in sequence in different directions (one aimed up the track and one down the track) is relying on timing to affect a smooth transition, and therefore sensitive to train length.&lt;br /&gt;
&lt;br /&gt;
===Camera Transition Rules (Summary)===&lt;br /&gt;
&lt;br /&gt;
* A camera must be within 650 ft (200 m) of the track to acquire and present a view and &#039;&#039;&#039;Lineside&#039;&#039;&#039; view must be the selected option.&lt;br /&gt;
* Gaps in coverage transitioning from one camera to the next will result in the screen temporarily switching to &#039;&#039;&#039;Chase&#039;&#039;&#039; view.&lt;br /&gt;
* A &#039;&#039;&#039;Tracking&#039;&#039;&#039; camera centers the view on the focus engine, panning as the engine moves past and is controlled (turned on/off) by distance (under 200 m) from the camera.&lt;br /&gt;
* Hand-off from one &#039;&#039;&#039;Tracking&#039;&#039;&#039; camera to another occurs when the distance from the first exceeds the distance to the second (i.e., at the midpoint in the overlap of their respective 200-m radius spheres)&lt;br /&gt;
* A &#039;&#039;&#039;Static&#039;&#039;&#039; camera is activated when the front end of the consist enters within 200 m of the view frame and triggers off when the rear of the consist exits the view or moves beyond 200 m from the camera.&lt;br /&gt;
* A &#039;&#039;&#039;Static&#039;&#039;&#039; camera will acquire and keep the view (has priority) even where placement is within the sphere of a &#039;&#039;&#039;Tracking&#039;&#039;&#039; camera or followed in sequence by another &#039;&#039;&#039;Tracking&#039;&#039;&#039; camera.&lt;br /&gt;
* &#039;&#039;&#039;Camera priority&#039;&#039;&#039; is as follows (lowest to highest):-&lt;br /&gt;
** Chase view&lt;br /&gt;
** Tunnel&lt;br /&gt;
** Tracking&lt;br /&gt;
** Static&lt;br /&gt;
&lt;br /&gt;
=Choreographic Considerations=&lt;br /&gt;
&lt;br /&gt;
For those Trainz aficionados particularly into developing realistic scenery, the Lineside view provides a bounded canvas for adding detail that will be noticed by the driver.  In general, small objects are not necessarily seen by a driver in the more commonly used Cab or Chase views. Lineside view is an opportunity to develop focused detail on your layout, including objects that themselves move (persons walking, persons with body movements). Because the train moves through a fixed view, a Static camera is particularly well-suited to setting up this sort of detail to emphasize activities ongoing beyond the train and track: small dioramas that enhance the enjoyment of both the route developer and route drivers.  Starting a ride-along session (train under AI control) in Lineside view can be an excellent introduction to your route, especially if coupled with triggered message pop-ups (See: [[How to Use Message Popup Rule|Message Popup Rule]]) that describe what is displayed.&lt;br /&gt;
&lt;br /&gt;
==Opening Session Camera View==&lt;br /&gt;
&lt;br /&gt;
On the start of a Session, you may wish to have the view focused on a particular train or some other object. The default will be a Chase Mode view of the engine of the first driver listed in the Driver Setup under Edit Session, whether an AI Driver or First Human Player. Unsetting the Driver Setup Rule &amp;quot;Focus camera on first Driver&amp;quot; shifts this initial focus to the First Human Player. You can also control this initial opening using the &amp;lt;b&amp;gt;[[Session_Rule_List_with_Parameters#Set_Camera_Rule|Set Camera Rule]]&amp;lt;/b&amp;gt;, which allows choosing the view upon rule execution; focus might be, for example, on the station platform.  Combined with a trigger, this rule may be used at any point in a session, opening up choreographic possibilities other than those discussed here considering just Lineside Camera view.  If you wonder how the &amp;quot;camera&amp;quot; knows where to be when you run the session, it will be the view as seen when you selected the object to focus on before you closed editing the rule. Realize that specifying an engine other than the one you wish to follow will shift Session focus to that other engine.&lt;br /&gt;
&lt;br /&gt;
Another rule that works (does not work in TRS2019Beta) in a more or less similar manner is the &amp;lt;b&amp;gt;[[Session_Rule_List_with_Parameters#Focus_Camera_Rule|Focus Camera Rule]]&amp;lt;/b&amp;gt;.  This rule differs from the previously described Set Camera Rule only in that no list of objects to choose from is provided (the Set Camera Rule provides an incomplete list of objects). An option for setting the camera pitch and yaw has no effect.  Set View Mode will influence what you get with whatever driver does have focus at start of Session. Indeed, in TRS2019Beta both rules produces no predictable outcome other than preserving whatever view was present when you saved the Session edit.&lt;br /&gt;
&lt;br /&gt;
A third rule for controlling screen view, especially at the start of a Session, is the &amp;lt;b&amp;gt;[[Session_Rule_List_with_Parameters#Cinematic_Camera_Rule|Cinematic Camera Rule]]&amp;lt;/b&amp;gt;, ostensively providing &amp;quot;several different cinematic style cameras with animations&amp;quot;. The animations work, but the list of focus objects is a mixed bag of train cars, engines, and a small number of named objects. Zoom and circle object do work, but the rule must not implement until the scene is fully painted, requiring some sort of delay (or perhaps circling twice).&lt;br /&gt;
&lt;br /&gt;
==Tunnels==&lt;br /&gt;
&lt;br /&gt;
When a train enters a tunnel, the screen view will be altered in a manner dependent upon the tunnel asset itself.  A camera following a train in &amp;lt;b&amp;gt;Chase Mode&amp;lt;/b&amp;gt; may suddenly be viewing the train from inside the mountain&amp;amp;mdash;undesirable because from outside, the tunnel walls become invisible, as does the ground above.  The camera angle may shift to looking directly down on the engine, but still hovering above it. In other cases, presumably tunnels meeting the latest standard, the camera will come to rest on top of the engine, and the view becomes one of riding along inside the tunnel feature.&lt;br /&gt;
&lt;br /&gt;
In &amp;lt;b&amp;gt;Lineside Mode&amp;lt;/b&amp;gt;, a shift as described above may or may not occur, depending on the tunnel asset. Ideally, the train disappears into the tunnel and a Tracking camera continues to follow it, pointing at where the engine is under the ground.  In TRS2019, this is not the case: the tunnel grabs the view from the camera, forcing the view onto the engine inside the tunnel.  Worse, once grabbed, the view is fixed and no switch to any view, manual or otherwise (except Cab view), can be made.  This &amp;quot;bug&amp;quot; has been fixed in TRS2019Beta.  &lt;br /&gt;
&lt;br /&gt;
A Tracking camera above the tunnel will point downward towards the engine, showing just the ground surface; a Static camera continues to point to wherever it was set-up to point as long as the consist is within range.  You could prevent this behavior by making sure the camera loses control just as the train enters the tunnel portal (be sure another camera picks it up outside the other end).  In Lineside Mode, how the screen view is treated after the train &amp;quot;disappears&amp;quot; requires some thought.  If the tunnel is long, to prevent a switch to the engine inside the tunnel may require having one or more additional cameras located on the mountain above the tunnel.  This will work as long as the distance to the train below is less than 200 m. Remember, this distance is measured from the camera to the train&amp;amp;mdash;as the train progresses, its distance from the camera will steadily increase.&lt;br /&gt;
&lt;br /&gt;
The view of the landscape above the train &amp;lt;i&amp;gt;sans&amp;lt;/i&amp;gt; train will need attention, if only to obviate temporary boredom. One consideration might be placing a triggered message (see [[How_to_Use_Message_Popup_Rule|Message Popup Rule]]), such as one providing tunnel name and length; or one describing the view that is displayed.&lt;br /&gt;
&lt;br /&gt;
=Problems=&lt;br /&gt;
&lt;br /&gt;
*TrainzPlus SP4 solves problems described on this page and camera use in TRS2019 is mostly problem free. An exception is manifested as a placed camera becoming inaccessible to editing or deleting.  The camera works as intended in a session, but cannot be moved, adjusted, or removed in surveyor mode.  This problem is caused by placement of the camera too close to some other object (such as a boulder). For this same reason, &amp;lt;b&amp;gt;you will not be able to adjust a camera with the camera guide present&amp;lt;/b&amp;gt;.  Moving the object away from the camera object (or deleting the guide camera sphere) will allow access to the camera again.&lt;br /&gt;
&lt;br /&gt;
*Because a camera is an object (although cannot be moved in Object mode), adjusting an existing camera by clicking on the camera body with Move camera &amp;quot;M&amp;quot; will have the annoying effect of causing the camera to jump away from its original position, obviating the making of minor adjustments to the view.  The distance of the jump can be minimized by approaching the camera from directly overhead.&lt;br /&gt;
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*In Driver mode, a small, but sudden shift in the view likely means you have accidentally set two cameras in very close proximity, an easy mistake to make when adjusting a camera by selecting the Place camera &amp;quot;A&amp;quot; tool instead of the Move camera &amp;quot;M&amp;quot; tool. Delete one of the cameras.  Large shifts in the view (jumps to a more distant camera) indicate imperfect placement of cameras set in sequence.&lt;br /&gt;
&lt;br /&gt;
*Various Session Rules that might be used to set the camera view (not the Camera object) produce problematic results in TRS2019Beta but may be useful to set an initial scene for a Session. In their absence, the start-up Session view will be the focus engine in Chase mode (in TRS2019Beta, it is last view present when the Session was saved). &lt;br /&gt;
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&amp;lt;!-- BEGIN bugs table --&amp;gt;&lt;br /&gt;
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In TrainzPlus, a Static camera may not always operate as expected under the rules outlined above. After handing over to another camera in sequence, the Static camera will flash back on.  The trigger seems to be when the train &amp;lt;u&amp;gt;engine&amp;lt;/u&amp;gt; reaches a point equidistant from the active camera and the previous (Static) camera.  This action is, however, dependent upon both camera placement geometry and train length. Short trains will not trigger the undesirable action; very long trains will result in a back and forth switching between the two cameras (&amp;quot;flicker&amp;quot;), suggesting that the engine reaching a certain distance from a camera is not the only trigger. Making sure the Static camera is outside the influence sphere of the Tracking camera appears to avoid this problem, but having inconsistent rules for handing over to a next camera in sequence suggests other problems are lurking within the code.&lt;br /&gt;
This bug appears to have been fixed as of &amp;lt;b&amp;gt;TRS2019 SP4&amp;lt;/b&amp;gt; (build 114800).&lt;br /&gt;
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=Cameras in the Future=&lt;br /&gt;
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Future versions will include a &amp;quot;timeline&amp;quot; mode that will allow setting a variety of camera controls to capture the perfect video footage using the trackside cameras. This system would include tweaks to the tracking cameras; adding pans, zooms, etc. to any camera (Tony Hilliam, Forum, March 11, 2019).&lt;br /&gt;
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=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Help:Driver_MenuCamera|Help: Driver Menu Camera]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Session_Rules_By_Categories_With_Properties#Camera_Rules|Session Rules]]&#039;&#039;&#039; (Camera rules explained)&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
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[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Place_and_Use_a_Camera&amp;diff=30522</id>
		<title>How to Place and Use a Camera</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Place_and_Use_a_Camera&amp;diff=30522"/>
		<updated>2021-10-26T16:02:25Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: &amp;quot;Flicker&amp;quot; bug fixed in SP4&lt;/p&gt;
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&amp;lt;td&amp;gt;The &#039;&#039;&#039;camera&#039;&#039;&#039; described here is a map object set anywhere on the layout that will activate (change your view of the scene to what the camera sees) when a train that has focus comes within the camera view.&amp;lt;td&amp;gt;&lt;br /&gt;
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[[File:TRS2019-camera-menu.jpg|Camera Menu]]&amp;lt;br&amp;gt;The top tool bar in TRS2019 (upper right corner in TS12 and TANE) includes a Camera Menu providing 8 different camera view options (4 in TS12 and TANE) for viewing the 3D world and, as well, a 2D Map View (see [[Help:Surveyor MenuCamera]]).  This How-to page covers setting up cameras along your route specifically for &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Lineside&#039;&#039;&#039;&amp;lt;/font&amp;gt; view from that menu (or press &#039;3&#039; on the keyboard). The information on this Trainz Wiki page applies to &amp;lt;b&amp;gt;TANE&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;TrainzPLUS&amp;lt;/b&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
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=Placing a Camera=&lt;br /&gt;
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Putting a Session in Lineside view (press 3 to activate this view mode) will activate any camera along a route as it is encountered, but will default to Chase Mode in the absence of a camera encounter. This behavior suggests several ways that cameras can be used to enhance Driver mode. A camera can be placed strategically to view loading/unloading/coupling operations, the driver accessing the camera from the menu at the time needed.   Setting up a continuous sequence of cameras can provide a driver with the option of switching to Lineside view as an alternative perspective on his train in motion, whereas starting a Session in Lineside view will automatically trigger a camera&#039;s view as the train comes into view.  A continuous sequence of overlapping camera view fields provides a means of choreographing a rail-fan&#039;s view of train operations for &amp;quot;ride-along&amp;quot; sessions.&lt;br /&gt;
&lt;br /&gt;
Cameras are placed and adjusted from the Tools menu in edit mode. Three tools are available: &amp;quot;Place camera &#039;A&#039;&amp;quot;, &amp;quot;Move camera &#039;M&#039;&amp;quot;, and &amp;quot;Delete camera &#039;D&#039;&amp;quot;. A camera can be placed when editing either a Route or a Session.  A camera placed in a Session will only activate in that Session; a camera placed on a Route will be present in all sessions attached to that route.  &amp;lt;i&amp;gt;&#039;&#039;&#039;To place a camera&#039;&#039;&#039;&amp;lt;/i&amp;gt;, move your viewpoint to the approximate location where you wish it to be, click on Place camera &amp;quot;A&amp;quot;, move your pointer to the exact location on the ground and click LMB. The camera view will appear with the view area marked by four corner angle lines, and a flashing green light in the lower left indicating the camera has been created and set in 3D space&amp;amp;mdash;you are now in Move camera &amp;quot;M&amp;quot; mode.  Use the pointer and RMB to better fix the spot for the camera.&lt;br /&gt;
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Adjusting the actual view to just what is desired is accomplished with the arrow, PgUp, and PgDn keys on the numeric keyboard, allowing you to pan left or right (camera azimuth), up or down (camera zenith or tilt), or move forward (PgUp or zoom in key) or backward (PgDn or zoom out key). Actually, two options exist for making these adjustments by selecting either &amp;quot;Roaming&amp;quot; or  &amp;quot;Walk&amp;quot; modes from the list of camera views. &#039;&#039;&#039;Walk&#039;&#039;&#039; places the camera on the ground and then affects a straight-forward &amp;quot;walk&amp;quot; backwards and forwards, right or left (using the arrow keys) without changing the camera&#039;s azimuth or tilt.  Azimuth and tilt are accomplished with these same arrow keys in &#039;&#039;&#039;Roaming&#039;&#039;&#039; mode. PgUp and PgDn only work in Roaming mode and can be used in conjunction with the RMB to make larger adjustments in camera location.&lt;br /&gt;
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The camera location and mode are fixed by clicking on Place camera &amp;quot;A&amp;quot; a second time. Use the PgDn to back off and see the camera (if nothing happens you are in &#039;Walk&#039; mode).  Not satisfied?  Click the pointer on the camera body and click Delete camera to remove the camera, allowing you to start over in a more desirable position using your pointer. Or, the Move camera tool can be used to adjust the camera view and position. Find the camera, select Move Camera &amp;quot;M&amp;quot;, and LMB click on the camera body to bring up the camera&#039;s view, although in &#039;roaming&#039; mode, this may change the camera&#039;s previously set position.  Now the camera can be adjusted as described and the adjustments saved by LMB on Place camera &amp;quot;A&amp;quot;.  Again, backing off to view the camera is a check on your not having created accidentally a second camera.&lt;br /&gt;
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The camera itself has a distinctive icon (a camera body and a hood indicating the direction the camera is pointing) and has two settings or camera types: &amp;lt;b&amp;gt;Static&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Tracking&amp;lt;/b&amp;gt;. Get in the habit of selecting static or tracking before fixing the location of the camera.  This property can be changed by deleting and starting over or by making sure you move the camera some small amount after changing the type.&lt;br /&gt;
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===Static Camera===&lt;br /&gt;
 &lt;br /&gt;
The &amp;lt;b&amp;gt;Static&amp;lt;/b&amp;gt; and Tracking cameras have different icons and different behaviors. The Static camera view has a fixed view frame: an arc of about 65&amp;amp;deg;; the camera has a red hood; and the camera is activated as a train enters the view area AND is within 200 meters (650 feet) of the camera. The Static camera view is triggered on by the forward end of the consist and triggered off as the end of the consist leaves the camera view or the middle of the train reaches 200 m distant from the camera.  Because the Static camera has a fixed view frame, the points of activation (turn-on) and deactivation (turn-off) are a function of distance between the camera and the active track: a camera set close to the track will &#039;see&#039; a shorter segment of track than a camera set farther back. However, a Static camera will watch the entire consist as it passes by. A Static camera pointing down the track will be subject to the distance rule in that direction instead of the start or end of the train.&lt;br /&gt;
&lt;br /&gt;
Note that for a Static camera, the location of the consist within the frame of the camera view determines whether the camera turns on or not; and distance to the active track establishes how long the camera remains on. Setting up a camera in Roaming mode determines the activation frame.  The camera tilt (up/down arrows) can only be set in Roaming mode. Walk mode is useful for making fine adjustments in location, but Roaming mode is necessary to set the frame that establishes when the camera will activate and deactivate (turn on and off). The borders of the frame determine when a view is acquired from another camera and when the view is passed to the next camera in sequence. For further discussion on handing off the camera view to another camera in sequence, see the section, &amp;lt;u&amp;gt;Continuous Camera Sequencing&amp;lt;/u&amp;gt;, below. &lt;br /&gt;
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===Tracking Camera===&lt;br /&gt;
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The &amp;lt;b&amp;gt;Tracking&amp;lt;/b&amp;gt; and Static cameras have different icons and different behaviors. The Tracking camera follows the &amp;lt;u&amp;gt;train engine&amp;lt;/u&amp;gt; and is activated when that engine enters an area defined by a sphere with a radius of about 200 meters (~650 feet); the camera hood is green; and the camera turns off (the driver&#039;s view is passed to another camera or to Chase mode) once the train leaves the sphere centered on the camera or enters the sphere of another camera (see below). Note that for a Tracking camera, both the pan and tilt of the camera will be determined by the location of the focus engine, so you need only adjust the closeness to the track (PgUp/PgDn) and position relative to the ground (up/down arrows) when in Roaming mode. In Walk mode, the camera is set on the ground and the arrows move the camera to the right or to the left or forward/backwards. Thus, for a &amp;quot;person watching&amp;quot; point-of-view, Walk mode offers a way to make fine adjustments in the camera&#039;s location.    &lt;br /&gt;
&lt;br /&gt;
A Tracking camera will focus on a train coming from either direction and point towards the approaching engine, then follow it past the camera to the point where the camera hands off the view as determined by the engine. Realize, that camera-on/camera-off is shorter in time (actually distance along the track) the farther the camera is set from the track, and will not occur for a camera set beyond the activation radius of 200 meters.  This fact can be useful in setting up cameras in complex track areas, where cameras are intended to activate only for a specific section of track and not another track nearby.&lt;br /&gt;
&lt;br /&gt;
Camera-off occurs when the focus engine reaches 200-m from the camera.  Thus, camera-on and camera-off are not influenced by train length. The trigger is the engine, entering then leaving the 200-m radius sphere. For further discussion on handing off the camera view to another camera in sequence, see the following section, &amp;lt;u&amp;gt;Continuous Camera Sequencing&amp;lt;/u&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
==Continuous Camera Sequencing==&lt;br /&gt;
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Placing cameras at particularly interesting points along a route will result in the view shifting from Chase to Lineside view as the train progresses and encounters the camera triggers (if in Lineside view mode). Chase mode views are set up and adjusted by the driver and Lineside mode views&amp;amp;mdash;set up by the developer&amp;amp;mdash;may conflict with the user&#039;s preferred way of following his train. This fact suggests that if Lineside view is going to be used as the Session setting, the experience should be a continuous one for at least some distance of travel if not the entire layout. Lineside view becomes a tool that can be developed to display a route/session in a manner at the control of the developer, particularly suitable to ride-along scenarios.  Setting up a series of cameras that move the view from camera to camera as a train progresses along a track can be a fairly complex undertaking, requiring not only consideration of the best separation between cameras, but some appreciation of cinematic principles.  Cameras must be chained together so that the view is handed off smoothly from one to the next camera in sequence; cameras set too close together will produce short bursts of views and a jerky experience; too far apart and the driver will experience the view jumping back and forth between a Lineside view and Chase view. Camera views are the equivalent of a rail-fan&#039;s experience of your route and this may be an important consideration in where you place each camera relative to the ground. &lt;br /&gt;
&lt;br /&gt;
Camera sequencing amounts to placement of cameras close enough together to produce smooth transitions (camera view hand-offs) in Driver mode.  Accomplishing this can be done by hit or miss, by using the Ruler tool (for Tracking cameras, separation should be around 1000 ft or 300 meters), or by employing the &amp;lt;b&amp;gt;guide camera sphere&amp;lt;/b&amp;gt; &amp;lt;KUID2:70337:23049:1&amp;gt;, a tool object that, set directly on the ground beneath a Tracking camera, draws a transparent green &amp;quot;influence&amp;quot; sphere showing where the distance of 660 feet (200 meters) is located from that camera in all directions. The &#039;&#039;&#039;guide camera static&#039;&#039;&#039; &amp;lt;KUID:70337:23050&amp;gt; provides a similar tool for setting up a Static camera, although a bit trickier to use. Of course cameras need not be placed at the point where two adjacent hemispheres just touch or just overlap, but approaching this maximum spacing will establish a longer stay on each camera. The guide sphere is not visible in Driver mode, although should be deleted after use, accomplished by using Delete object in the Objects menu anywhere in or on the sphere.&lt;br /&gt;
 &lt;br /&gt;
Considering just the two types of camera, 4 transitions are possible; add the transition into or out of Chase mode, and eight transitions are possible (&amp;lt;i&amp;gt;n&amp;lt;/i&amp;gt; to the third power minus non-existent Chase to Chase).  Consider also, that transitions, in most cases, need to work well in either direction of train travel.  The first rule is to ensure camera view overlaps, as any gaps in the next acquisition will switch the Driver&#039;s view to Chase mode then quickly back to Lineside view. Further complicating hand-offs is the fact that the ends of the consist trigger a static camera on and off. Of importance in setting up cameras to sequence views as the focus consist moves along is &amp;lt;b&amp;gt;camera priority&amp;lt;/b&amp;gt;.  By priority is meant which type of camera will prevail where activation overlaps with another camera type. It bears mentioning (and is discussed below) that some tunnel objects assert camera control as a train enters the portal. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tracking to Tracking&amp;lt;/u&amp;gt; - Hand-off from one Tracking camera to the next Tracking camera occurs when the center of the focus engine passes a point where distance to the next camera is less than distance to the active camera.  That is, view transition will occur midway between the over-lapping influence spheres of two adjacent Tracking cameras. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tracking to Static&amp;lt;/u&amp;gt; - The hand-off from a Tracking to a Static camera is determined by the view of the latter AND the focus engine entering that view area.  If there is overlap in the view areas, the switch will occur when the focus engine is equidistant from the two cameras. In essence, the static camera has priority, but the handover point is a compromise. &amp;lt;!-- However, if the consist is backed in, this splitting does not occur.  The focus engine remains the trigger and the switch over to the Static camera occurs when the engine enters the Static camera field of view.--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Static to Tracking&amp;lt;/u&amp;gt; - Static cameras do not turn off/hand over the view until the end of the train passes out of view or reaches 200 m (650 ft) distant, regardless of the next camera in a sequence. A Static camera placed within the sphere of a Tracking camera results in the Static camera grabbing the view as soon as the &amp;lt;u&amp;gt;train&amp;lt;/u&amp;gt; appears to it. and holding on to the view until the train leaves. In this sequence, the Static camera has priority over a tracking camera.&lt;br /&gt;
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&amp;lt;u&amp;gt;Static to Static&amp;lt;/u&amp;gt; - Sequenced Static cameras need not have overlapping views, only that the front of the consist enter the &#039;next&#039; Static camera before the end of that consist leaves the active camera.  Thus, it is possible to set up two or more Static cameras  and achieve a smooth transition, at least in theory. However, any actual gaps in camera view placement will achieve a good hand-off only for trains of a particular length or greater (that is, may not work well with shorter trains).  Aiming two static cameras in sequence in different directions (one aimed up the track and one down the track) is relying on timing to affect a smooth transition, and therefore sensitive to train length.&lt;br /&gt;
&lt;br /&gt;
===Camera Transition Rules (Summary)===&lt;br /&gt;
&lt;br /&gt;
* A camera must be within 650 ft (200 m) of the track to acquire and present a view and &#039;&#039;&#039;Lineside&#039;&#039;&#039; view must be the selected option.&lt;br /&gt;
* Gaps in coverage transitioning from one camera to the next will result in the screen temporarily switching to &#039;&#039;&#039;Chase&#039;&#039;&#039; view.&lt;br /&gt;
* A &#039;&#039;&#039;Tracking&#039;&#039;&#039; camera centers the view on the focus engine, panning as the engine moves past and is controlled (turned on/off) by distance (under 200 m) from the camera.&lt;br /&gt;
* Hand-off from one &#039;&#039;&#039;Tracking&#039;&#039;&#039; camera to another occurs when the distance from the first exceeds the distance to the second (i.e., at the midpoint in the overlap of their respective 200-m radius spheres)&lt;br /&gt;
* A &#039;&#039;&#039;Static&#039;&#039;&#039; camera is activated when the front end of the consist enters within 200 m of the view frame and triggers off when the rear of the consist exits the view or moves beyond 200 m from the camera.&lt;br /&gt;
* A &#039;&#039;&#039;Static&#039;&#039;&#039; camera will acquire and keep the view (has priority) even where placement is within the sphere of a &#039;&#039;&#039;Tracking&#039;&#039;&#039; camera or followed in sequence by another &#039;&#039;&#039;Tracking&#039;&#039;&#039; camera.&lt;br /&gt;
* &#039;&#039;&#039;Camera priority&#039;&#039;&#039; is as follows (lowest to highest):-&lt;br /&gt;
** Chase view&lt;br /&gt;
** Tunnel&lt;br /&gt;
** Tracking&lt;br /&gt;
** Static&lt;br /&gt;
&lt;br /&gt;
=Choreographic Considerations=&lt;br /&gt;
&lt;br /&gt;
For those Trainz aficionados particularly into developing realistic scenery, the Lineside view provides a bounded canvas for adding detail that will be noticed by the driver.  In general, small objects are not necessarily seen by a driver in the more commonly used Cab or Chase views. Lineside view is an opportunity to develop focused detail on your layout, including objects that themselves move (persons walking, persons with body movements). Because the train moves through a fixed view, a Static camera is particularly well-suited to setting up this sort of detail to emphasize activities ongoing beyond the train and track: small dioramas that enhance the enjoyment of both the route developer and route drivers.  Starting a ride-along session (train under AI control) in Lineside view can be an excellent introduction to your route, especially if coupled with triggered message pop-ups (See: [[How to Use Message Popup Rule|Message Popup Rule]]) that describe what is displayed.&lt;br /&gt;
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==Opening Session Camera View==&lt;br /&gt;
&lt;br /&gt;
On the start of a Session, you may wish to have the view focused on a particular train or some other object. The default will be a Chase Mode view of the engine of the first driver listed in the Driver Setup under Edit Session, whether an AI Driver or First Human Player. Unsetting the Driver Setup Rule &amp;quot;Focus camera on first Driver&amp;quot; shifts this initial focus to the First Human Player. You can also control this initial opening using the &amp;lt;b&amp;gt;[[Session_Rule_List_with_Parameters#Set_Camera_Rule|Set Camera Rule]]&amp;lt;/b&amp;gt;, which allows choosing the view upon rule execution; focus might be, for example, on the station platform.  Combined with a trigger, this rule may be used at any point in a session, opening up choreographic possibilities other than those discussed here considering just Lineside Camera view.  If you wonder how the &amp;quot;camera&amp;quot; knows where to be when you run the session, it will be the view as seen when you selected the object to focus on before you closed editing the rule. Realize that specifying an engine other than the one you wish to follow will shift Session focus to that other engine.&lt;br /&gt;
&lt;br /&gt;
Another rule that works (does not work in TRS2019Beta) in a more or less similar manner is the &amp;lt;b&amp;gt;[[Session_Rule_List_with_Parameters#Focus_Camera_Rule|Focus Camera Rule]]&amp;lt;/b&amp;gt;.  This rule differs from the previously described Set Camera Rule only in that no list of objects to choose from is provided (the Set Camera Rule provides an incomplete list of objects). An option for setting the camera pitch and yaw has no effect.  Set View Mode will influence what you get with whatever driver does have focus at start of Session. Indeed, in TRS2019Beta both rules produces no predictable outcome other than preserving whatever view was present when you saved the Session edit.&lt;br /&gt;
&lt;br /&gt;
A third rule for controlling screen view, especially at the start of a Session, is the &amp;lt;b&amp;gt;[[Session_Rule_List_with_Parameters#Cinematic_Camera_Rule|Cinematic Camera Rule]]&amp;lt;/b&amp;gt;, ostensively providing &amp;quot;several different cinematic style cameras with animations&amp;quot;. The animations work, but the list of focus objects is a mixed bag of train cars, engines, and a small number of named objects. Zoom and circle object do work, but the rule must not implement until the scene is fully painted, requiring some sort of delay (or perhaps circling twice).&lt;br /&gt;
&lt;br /&gt;
==Tunnels==&lt;br /&gt;
&lt;br /&gt;
When a train enters a tunnel, the screen view will be altered in a manner dependent upon the tunnel asset itself.  A camera following a train in &amp;lt;b&amp;gt;Chase Mode&amp;lt;/b&amp;gt; may suddenly be viewing the train from inside the mountain&amp;amp;mdash;undesirable because from outside, the tunnel walls become invisible, as does the ground above.  The camera angle may shift to looking directly down on the engine, but still hovering above it. In other cases, presumably tunnels meeting the latest standard, the camera will come to rest on top of the engine, and the view becomes one of riding along inside the tunnel feature.&lt;br /&gt;
&lt;br /&gt;
In &amp;lt;b&amp;gt;Lineside Mode&amp;lt;/b&amp;gt;, a shift as described above may or may not occur, depending on the tunnel asset. Ideally, the train disappears into the tunnel and a Tracking camera continues to follow it, pointing at where the engine is under the ground.  In TRS2019, this is not the case: the tunnel grabs the view from the camera, forcing the view onto the engine inside the tunnel.  Worse, once grabbed, the view is fixed and no switch to any view, manual or otherwise (except Cab view), can be made.  This &amp;quot;bug&amp;quot; has been fixed in TRS2019Beta.  &lt;br /&gt;
&lt;br /&gt;
A Tracking camera above the tunnel will point downward towards the engine, showing just the ground surface; a Static camera continues to point to wherever it was set-up to point as long as the consist is within range.  You could prevent this behavior by making sure the camera loses control just as the train enters the tunnel portal (be sure another camera picks it up outside the other end).  In Lineside Mode, how the screen view is treated after the train &amp;quot;disappears&amp;quot; requires some thought.  If the tunnel is long, to prevent a switch to the engine inside the tunnel may require having one or more additional cameras located on the mountain above the tunnel.  This will work as long as the distance to the train below is less than 200 m. Remember, this distance is measured from the camera to the train&amp;amp;mdash;as the train progresses, its distance from the camera will steadily increase.&lt;br /&gt;
&lt;br /&gt;
The view of the landscape above the train &amp;lt;i&amp;gt;sans&amp;lt;/i&amp;gt; train will need attention, if only to obviate temporary boredom. One consideration might be placing a triggered message (see [[How_to_Use_Message_Popup_Rule|Message Popup Rule]]), such as one providing tunnel name and length; or one describing the view that is displayed.&lt;br /&gt;
&lt;br /&gt;
=Problems=&lt;br /&gt;
&lt;br /&gt;
*TrainzPlus Beta continues to have the numerous problems described on this page; otherwise, camera use in Trainz is mostly problem free. An exception is manifested as a placed camera becoming inaccessible.  The camera works as intended in a session, but cannot be moved, adjusted, or removed in surveyor mode.  This problem is caused by placement of the camera too close to some other object (such as a boulder). For this same reason, &amp;lt;b&amp;gt;you will not be able to adjust a camera with the camera guide present&amp;lt;/b&amp;gt;.  Moving the object away from the camera object (or deleting the guide camera sphere) will allow access to the camera again.&lt;br /&gt;
&lt;br /&gt;
*Because a camera is an object (although cannot be moved in Object mode), adjusting an existing camera by clicking on the camera body with Move camera &amp;quot;M&amp;quot; will have the annoying effect of causing the camera to jump away from its original position, obviating the making of minor adjustments to the view.  The distance of the jump can be minimized by approaching the camera from directly overhead.&lt;br /&gt;
&lt;br /&gt;
*In Driver mode, a small, but sudden shift in the view likely means you have accidentally set two cameras in very close proximity, an easy mistake to make when adjusting a camera by selecting the Place camera &amp;quot;A&amp;quot; tool instead of the Move camera &amp;quot;M&amp;quot; tool. Delete one of the cameras.  Large shifts in the view (jumps to a more distant camera) indicate imperfect placement of cameras set in sequence.&lt;br /&gt;
&lt;br /&gt;
*Various Session Rules that might be used to set the camera view (not the Camera object) produce problematic results in TRS2019Beta but may be useful to set an initial scene for a Session. In their absence, the start-up Session view will be the focus engine in Chase mode (in TRS2019Beta, it is last view present when the Session was saved). &lt;br /&gt;
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&amp;lt;!-- BEGIN bugs table --&amp;gt;&lt;br /&gt;
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In TrainzPlus, a Static camera may not always operate as expected under the rules outlined above. After handing over to another camera in sequence, the Static camera will flash back on.  The trigger seems to be when the train &amp;lt;u&amp;gt;engine&amp;lt;/u&amp;gt; reaches a point equidistant from the active camera and the previous (Static) camera.  This action is, however, dependent upon both camera placement geometry and train length. Short trains will not trigger the undesirable action; very long trains will result in a back and forth switching between the two cameras (&amp;quot;flicker&amp;quot;), suggesting that the engine reaching a certain distance from a camera is not the only trigger. Making sure the Static camera is outside the influence sphere of the Tracking camera appears to avoid this problem, but having inconsistent rules for handing over to a next camera in sequence suggests other problems are lurking within the code.&lt;br /&gt;
This bug appears to have been fixed as of &amp;lt;b&amp;gt;TRS2019 SP4&amp;lt;/b&amp;gt; (build 114800).&lt;br /&gt;
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&amp;lt;/table&amp;gt;																&amp;lt;!-- END bugs table --&amp;gt;&lt;br /&gt;
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=Cameras in the Future=&lt;br /&gt;
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Future versions will include a &amp;quot;timeline&amp;quot; mode that will allow setting a variety of camera controls to capture the perfect video footage using the trackside cameras. This system would include tweaks to the tracking cameras; adding pans, zooms, etc. to any camera (Tony Hilliam, Forum, March 11, 2019).&lt;br /&gt;
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=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Help:Driver_MenuCamera|Help: Driver Menu Camera]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Session_Rules_By_Categories_With_Properties#Camera_Rules|Session Rules]]&#039;&#039;&#039; (Camera rules explained)&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
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[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30512</id>
		<title>How to Make Good Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30512"/>
		<updated>2021-10-24T16:56:35Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Cap S crash bug fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz aficionados are a diverse group with varied interests in one or more of the multiple aspects of this game.  Developing the scenery that surrounds the tracks is one such aspect, but one that only a few have really mastered.  This How-To page will introduce those interested in improving the look of their route to techniques they can learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For every route builder, the first consideration is achieving a scenery consistent with the landscape they are mimicking.  Choice of objects, particularly vegetation (types of trees, for example.), is perhaps primary but topography&amp;amp;mdash;creating the terrain of hills, mountains, gullies, etc.&amp;amp;mdash;is of equal importance and should be the starting point for a new route or expansion of an existing route.  Another rule requiring consideration is the &amp;quot;decrease detail with distance&amp;quot; rule. The computer will attempt to render everything you have added within a scene, a scene that is constantly moving with the train being operated. Great detail may be called for close to the track, but not at distances far from the track; details should decrease with distance on the premise that no one is really going to notice them, no matter how much fun they might be to create, and rendering them places a cost on performance.&lt;br /&gt;
&lt;br /&gt;
= Layout =&lt;br /&gt;
&lt;br /&gt;
The first thing to understand about layout of a Route is the &amp;lt;b&amp;gt;ground type&amp;lt;/b&amp;gt;. From TS2009 onward, Trainz releases have included two ground types:&lt;br /&gt;
* &#039;&#039;&#039;classic, 10-m grid&#039;&#039;&#039; - the original Trainz ground type and the default;&lt;br /&gt;
* &#039;&#039;&#039;classic, 5-m grid&#039;&#039;&#039; - ground type using the classic texturing technique, but storing four times the number of sample points.&lt;br /&gt;
The 5-m grid is great for fine detail close to the track but, as always, with an increase in detail comes a potential impact on performance. A mix of 10- and 5-m grids can be utilized: the 5-m grid used near the track where high detail is desirable, the 10-m grid in all other places. Implementing grid type is discussed elsewhere (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Ground_Types Ground Types]&amp;lt;/span&amp;gt;&#039;&#039;) but realize that the grid type is set independently for each [[baseboard]] and not some portion of a baseboard.  Only the &amp;lt;b&amp;gt;Paint&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tools are impacted by the grid size setting. &lt;br /&gt;
&lt;br /&gt;
With respect to the layout of a Route or Map, Trainz users tend to follow one of two models: the &#039;&#039;&#039;Linear&#039;&#039;&#039; model or the &#039;&#039;&#039;Area&#039;&#039;&#039; model.  Placement of [[baseboard]]s end to end allows the Linear model to develop long track runs with minimal effort. An excellent example is &amp;quot;Belarusian woodland&amp;quot; by Oleg Khim.  The Area model (a large map of many baseboard squares) takes more effort but can better render distant scenery.  Excellent examples of this style are &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; by jango and &amp;quot;Bodmin &amp;amp; Wenford Railway TRS2019&amp;quot; by marky7890. The two layouts styles are sometimes combined: area style layouts used for places of cities, dense industries, and complex train yards connected by long runs of linear style layouts. An example approaching this mixed style is &amp;quot;Coal Country&amp;quot; by Scratchy and &amp;quot;Rodnye Prostory - SND&amp;quot; by TrainzLagutin 1995.  Note that layout choice is independent of prototypical vs. imaginary route design. However, scenery choices will be influenced by the model you choose to employ.&lt;br /&gt;
&lt;br /&gt;
With the Linear model, the edge of the baseboard is always a short distance away from the track, dictating specific scenery choices to obscure this fact from the view of the train. The Area model is especially suitable to creating  mountainous country, such as depicted in &amp;quot;TRS19 Canadian Rocky Mountains - Viktor Lake to Ross Peak &amp;amp; Glacier&amp;quot; by RoysTrainz. Mountains that rise high above the track elevation require space to gain that elevation without displaying unreal slopes  and &amp;quot;TRS2019 Canadian Rocky Mountains Ottertail to Castle Jct&amp;quot; by RoysTrainz shows just how big a map is needed to provide massive mountain peaks. The Area model can also be used to compress a lot of track in a small baseboard set by separating track areas with tall features (hills or backdrops). This layout &amp;quot;folds&amp;quot; a Linear track into an Area layout following techniques used by model railroad builders/designers. &lt;br /&gt;
&lt;br /&gt;
===Edge of World ===&lt;br /&gt;
No matter the size of the layout developed, the reality is your world map will have an edge.  If a square or rectangular configuration of baseboards is maintained with expansion, this edge will simply appear as the end of the world so long as your viewpoint remains on the map. However, with the &amp;lt;b&amp;gt;Linear&amp;lt;/b&amp;gt; style especially, maintaining a rectangular or square map is not possible for routes of any size. On flat terrain, the view from close to the tracks can show the sides of baseboards at the margins in what has been dubbed the &amp;quot;world edge effect&amp;quot;. Fortunately, this problem can be reduced or avoided in a number of different ways. Here, we list the following aids to hide the &amp;quot;world edge&amp;quot;:&lt;br /&gt;
* behind scenery objects;&lt;br /&gt;
* behind backdrops or a &amp;quot;double rise&amp;quot; (topography);&lt;br /&gt;
* behind higher elevation topography (hills or mountains);&lt;br /&gt;
* by extending water (ocean or large lake) to the &amp;quot;horizon&amp;quot;.&lt;br /&gt;
Each is discussed below under the appropriate subject. &lt;br /&gt;
&lt;br /&gt;
= Hills and Valleys =&lt;br /&gt;
&lt;br /&gt;
Enhancing topography changes a flat baseboard into one with hills and valleys, opening up opportunities for road and railroad cuts, viaducts and bridges, and, of course, tunnels.  Varied topography establishes glimpses of the wider world as a train moves down the track.  Of course, a generally flat terrain is realistic for many parts of the world and certainly not a &#039;bad&#039; thing. Topography on a Route is developed using the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology tool]&#039;&#039;&#039;&amp;lt;/span&amp;gt; in Surveyor mode (correct term would be &amp;quot;topography&amp;quot;).  The top row in this tool menu has settings for &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;A&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.  These settings determine what the topography tool will do when applied to the surface of the map and a selection must be made before the tool will work. However, before applying, set the radius and sensitivity of the tool with the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Cursor radius &#039;+/-&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sensitivity &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dials, respectively.  The next row has additional settings, the most useful of which is on the right: the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting.  The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get height &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting appears to do nothing in Trainz2019. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Use height &#039;H&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting  sets the topography tool to draw the ground at the height setting entered in the box to the left. &lt;br /&gt;
&lt;br /&gt;
The process of creating a varied terrain starts by raising (and perhaps lowering) the ground surface using moderate radius and sensitivity settings. Practice using different settings for radius and sensitivity to develop skill in using this tool.  Once the basic terrain has been established, the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting can be an excellent smoothing tool.  Set the sensitivity high and the radius on however large an area is to be smoothed (best results are achieved using a high radius setting).  The Plateau setting uses the elevation at the tool center; moving it quickly over a limited area and regularly resetting the center point will change a rough surface into a smooth slope.  Again, practice  is necessary to acquire this skill.  Assuming your tracks are already in place, this setting (with radius set at small) allows you to bring slopes in close for realistic cuts or fills near the line. &lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Layout|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Coloring_(Painting)|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Object and Spline Assets =&lt;br /&gt;
Two types of assets exist in Trainz: &amp;lt;b&amp;gt;objects&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;splines&amp;lt;/b&amp;gt;.  In surveyor mode, scenery objects are added and manipulated using the Objects Menu reached by clicking on the &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt; tab. Tracks and objects directly related to tracks are dealt with separately under the &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; tab. For explanations on the various tools and settings provided see pages describing the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Objects_Tab Objects Tab]&amp;lt;/span&amp;gt; and &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Track_Tools Tracks Tab]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Spline Shadows===&lt;br /&gt;
Implementation of shadows cast by objects was one of the great steps forward made by Trainz to render a realistic GUI.  Certain objects, notably spline objects with a low profile (such as roads and tracks) should not, of course, cast a shadow. To avoid this problem, the spline must be set down tight against the ground; any gap between the spline and the ground will appear as a dark line (a shadow).  Spline objects conform to variations in slope as the spline is laid, but fixing the spline points (this changes the vertex from a white to a yellow rotating circle) with the &amp;lt;b&amp;gt;Adjust spline height &#039;H&amp;quot;&amp;lt;/b&amp;gt; setting in &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;Spline height &#039;H&#039; &amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;&#039;Spline mode &#039;S&#039;&amp;lt;/b&amp;gt; for &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt;) removes ground conforming between the points.  Small rises now bury the spline and small dips produce a shadow. On a perfectly level board, these particular problems do not occur, although many spline objects will still cast a shadow if not height adjust. The solution is to bring the spline segments back into close conformance with the ground. Two possible approaches &amp;amp;mdash;adjust the spline height or adjust the ground height&amp;amp;mdash;may both need to be utilized wherever on a Route the shadowing is clearly observable.&lt;br /&gt;
&lt;br /&gt;
A first step is to use the &amp;lt;b&amp;gt;&#039;Smooth spline &#039;S&#039;&amp;lt;/b&amp;gt; tool found in the &amp;lt;b&amp;gt;Advanced&amp;lt;/b&amp;gt; section of the Spline Mode menu (same tool is &amp;lt;b&amp;gt;Smooth spline height &#039;S&#039;&amp;lt;/b&amp;gt; in the advanced tools for &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt;). This tool corrects the terrain topography under the spline segment (section between two vertices) clicked on.  The spline is smoothed and the ground brought into conformance with the spline.  But this conformance may or may not eliminate a shadow, depending on the particular asset, as many are created to lie slightly above the ground. The next step is to apply the &amp;lt;b&amp;gt;&#039;Spline height &#039;H&#039;&amp;lt;/b&amp;gt; tool under Advanced )&amp;lt;b&amp;gt;Adjust spline height &#039;H&#039;&amp;lt;/b&amp;gt; for track splines), lowering the vertices while holding down the CTRL key (allows very fine adjustments).  Using the Smooth spline height tool may not be desirable in some situations, as it has an impact over topography some distance from the spline (may level the ground too far out from the road or track). In this case, the ground will need to be raised up to the spline to eliminate the shadow. The tool used is &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Topolgy&amp;lt;/b&amp;gt; menu, putting both Radius and Sensitivity on the absolute lowest settings. The &amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool may need to be employed to make adjustments.  Realize, both tools only operate if clicked on a grid vertex, having no effect if clicked away from a vertex. The tools raise or lower a vertex and the ground &amp;quot;follows&amp;quot; as a surface determined by the surrounding vertices.&lt;br /&gt;
&lt;br /&gt;
Achieving &amp;quot;no shadow&amp;quot; may be impossible in some small parts of a segment due to bending of the spline. Moving the spline point closer to a grid vertex may help. Using spline assets with &amp;quot;skirts&amp;quot; (for example, ballast in track splines) certainly makes the process easier as these have greater height latitude. Simply hiding conspicuous shadows with a grass asset or placing an object like a car on the shadow are other options.&lt;br /&gt;
&lt;br /&gt;
===Backdrops===&lt;br /&gt;
&#039;&#039;&#039;Backdrops&#039;&#039;&#039; are used to create the illusion of distant terrain, enabling builders to set up landscaped horizons such as mountains and cityscapes quicker and with less impact to the frame-rate. To achieve this, a backdrop has a much greater draw distance than other scenery assets so that it is visible from far away (5 km or ~5000 yds). Backdrops are valuable with layouts based on the &amp;lt;b&amp;gt;Linear Model&amp;lt;/b&amp;gt;, particularly where there is minimal topography (steppes and plains), obviating the need to add map squares to create a sense of distance beyond the tracks.  Even in &amp;lt;b&amp;gt;Area Model&amp;lt;/b&amp;gt; layouts backdrops can be used to great advantage, as is aptly demonstrated  by Jango in &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; in which distant villages are skillfully rendered by short backdrops.&lt;br /&gt;
&lt;br /&gt;
Backdrops are provided as either object assets or spline assets. Because these assets are relatively easy to create and typically designed for specific purposes to match the developer&#039;s route, backdrops available on the DLS vary widely in subject and quality. &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Content_ManagerSearch Search]&amp;lt;/span&amp;gt; for &amp;quot;backdrop&amp;quot; in the DLS for access to an extensive number of offerings.&lt;br /&gt;
&lt;br /&gt;
A form of backdrop labeled a &amp;quot;&amp;lt;b&amp;gt;double rise&amp;lt;/b&amp;gt;&amp;quot; is created with the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool. A low hill or objects (for example trees or buildings) are used close by the tracks to obscure the land immediately beyond, which is made to slope downward, then rise up to create the illusion of far distant mountains or hills. The illusion is accomplished by using no objects or small objects to represent very distant trees on the far rise.  Painting and topography also contribute by using muted colors tending to more purple shades.  An example of this approach can be seen in the MSP route &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot;, where a distant snow-capped range is actually much closer to the tracks than would be possible in a narrow layout. The dip between the tracks and the far rise is obscured from view taking away from the viewer cues normally present to assess distance.      &lt;br /&gt;
&lt;br /&gt;
= Coloring (Painting) =&lt;br /&gt;
Coloring the landscape (&amp;quot;ground texturing&amp;quot;) is accomplished with the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Paint_Tools Paint Tool]&amp;lt;/span&amp;gt;&#039;&#039;&#039; &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt; tool. This tool opens a display of all the of the &amp;quot;paints&amp;quot; or tiles residing locally on your computer.  Each combines colors and textures (in 2D) providing hundreds of possible choices for painting the ground.  This tool is a paint brush with the ability, after selecting a tile, of enlarging the tile image (&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture scale &#039;Ctrl [/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;) and changing the tile orientation &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture direction &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;).  The diameter of the brush tool is set by the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Radius &#039;-/+&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dial. A &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get texture &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool turns on a pointer that, when clicked on a painted location on the map, loads the tile in the brush. The loaded tile is shown in the square directly above the &amp;quot;Radius&amp;quot; dial. If you locate a tile by typing a word/name in the box above the tile display columns, the square displaying the loaded tile does not work if you then select a tile using the selection tool, even though the selected tile is likely loaded into the brush. We say &amp;quot;likely&amp;quot; because a painted area can become a combination of several different tiles, with certain tiles dominating the selection tool to the exclusion of what is displayed.&lt;br /&gt;
&lt;br /&gt;
Once a selected tile is loaded, the image can be painted across the terrain. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. To the right of the cloud preview window and boxes to select ambient, sun, and water color is a vertical slider. Clicking on the green dot at the bottom of the time dial turns the slider on for midday.  Now adjust the slider to set a proper brightness; too bright, and your color tile selections will look washed out.&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
[[File:10-m-grid.jpg|300px|left|Baseboard with grid-size of 10-m]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
===Grid Size Effect===&lt;br /&gt;
One reason to not over utilize the 5-m grid size on a layout is the little difference selecting 5-m over 10-m makes for all but limited areas on a Route. Consider just two tiles; say ballast laid along a track cutting through grass.  On a 10-m grid, the ballast tends to flare out in triangles (depending upon the track angle relative to the underlying grid) or not appearing under the track at all in other places.  In the figure at left, the interaction of dry grass tiles and ballast tiles along the track in the distance shows triangles of ballast at 10-m grid setting. On a 5-m grid, this effect is much reduced, similar to that seen along the track in the foreground of the figure.  The ballast is more easily constrained to the vicinity of the track and the line between grass and ballast can be made closer to an expected line parallel with the rails. In essence, a 5-m grid does permit more precision in painting the ground color/texture where multiple colors/textures are interacting. This precision appears to be the only real advantage gained at the expense of an enhanced cost to performance, suggesting careful consideration of which baseboards might really benefit from having a 5-m grid setting. In fairness, the adverse rendering of adjacent tile interaction on a 10-m grid is less noticeable at low angles and can be ameliorated somewhat by using tiles having less contrast. &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Picking tile colors ==&lt;br /&gt;
The number of choices of coloring tiles is large, easily in the hundreds. Picking a suitable tile or combination of tiles is first a matter of deciding what sort of ground you wish to portray. The basic categories are going to be: vegetation, rock, bare soil, and water. Vegetation is likely to occupy the largest area of the map, except in very dry climates (e.g., deserts, dominated by bare soil) and rocky areas with thin soils. Water is discussed in more detail below under &amp;quot;Water Features&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Initially, decide on a suitable &amp;quot;theme&amp;quot; color best representative of the location and type of terrain you intend to emphasize (say, dry grassland) and paint broad areas with this theme color.  The purpose here is to unify your rout&#039;s overall look. Of course, you might have more than one theme color if patches are typical or hills look different than valleys or plains.&lt;br /&gt;
&lt;br /&gt;
=== Tile basics ===&lt;br /&gt;
Coloring the map surface is done by spreading small tiles over the map grid. We call these &amp;quot;tiles&amp;quot; because each is a usually six-sided pattern that is repeated &amp;lt;i&amp;gt;ad infinitum&amp;lt;/i&amp;gt; as it is laid down (painted). On the 10-m grid, the tool places a tile diagonally (NW to SE or NE to SW) only centered on the yellow grid intersections. You can control the area covered by the tool (&amp;lt;b&amp;gt;Radius &amp;quot;-/+&amp;quot;&amp;lt;/b&amp;gt;) and the pattern size (&amp;lt;b&amp;gt;Texture scale &amp;quot;Ctrl [/]&amp;quot;&amp;lt;/b&amp;gt;)&amp;amp;mdash;this is not the area covered, but an enlargement of the actual pattern. Available tiles range from plain color to complex patterns mimicking ground textures of all sorts. Many of these are very good and others, not so good. Because the painting involves laying tiles one after the other, &amp;lt;b&amp;gt;secondary patterns&amp;lt;/b&amp;gt; are almost inevitable. The better texture tiles avoid this.  If a created tile is even a little darker in one part than elsewhere, a secondary pattern will appear. How troublesome these secondary patterns are depends upon the viewed distance. Viewed from the cab, chase, or lineside cameras, secondary patterning is not a huge problem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Coloring_(Painting)|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Problems|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
= Water Features =&lt;br /&gt;
Of all the various landforms one can create, water features hold the greatest potential for enhancing scenery along a Route. And water is superbly rendered using the water tools found in Surveyor &#039;&#039;&#039;Topology - Get height&#039;&#039;&#039;.  Three tools are provided: &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Add water &#039;W&#039;, Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. An input box for setting water surface height is provided.  The &#039;&#039;Add water&#039;&#039; tool paints a surface in the same manner as coloring, described above.  However, the water surface has unique properties, the most significant being it is transparent and reflective. Improvements in rendering of these properties with each successive Trainz version has certainly been a major contribution to making a realistic CGI.&lt;br /&gt;
&lt;br /&gt;
Painting water establishes a level surface at the setting in the &#039;&#039;water surface height&#039;&#039; box. Expanding this surface always maintains the same height as long as you begin painting from the existing surface (no need to adjust the setting).  The  &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool adjust the entire connected surface all at once, but does not change any other water surfaces on the map not connected to the one being adjusted. Thus, you can create a series of lakes at different elevations so long as the water surfaces of each are not connected. Determine this independence by selecting &amp;lt;b&amp;gt;Wireframe View&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Display Menu&amp;lt;/b&amp;gt; (or pressing &amp;lt;b&amp;gt;F9&amp;lt;/b&amp;gt;). This displays the baseboard in white and the water surface(s) in grey, removing all the painted surfaces.  Use the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool to disconnect close-by water surfaces that you wish to set to different heights. Working upstream of a long river, you can progressively raise the surface of segments at points with rapids, waterfalls, or dams. Just be sure the water surface is broken at these points. An oddity built into the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool is that if you hold down the Shift-Key while raising or lowering the water surface, the surface becomes bendy, going up or down within a limited area, no longer representing a level surface. If you bend it too much, it snaps back to a level surface at some new height. There must be a use for this?&lt;br /&gt;
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=== Water Color ===&lt;br /&gt;
Because the water surface is transparent, the color of the water feature and/or the nature of the bottom can be established by coloring the underlaying board surface. Creating muddy water or an algae-colored pond then becomes a matter of selecting an underlying color producing the desired result. The intensity of these underwater paints is controlled NOT by the distance between the water surface and the baseboard (water depth), but by distance from a shore. Over a baseboard without coloring, water has a color based on settings as described in the next paragraph; the board grid shows through for a distance up to about 40 m (130 ft) from a shore.  Beyond that, the bottom fades away (no matter how colored) and water color darkens. This property is one of the great improvements made between TRS2012 and TRS2019 versions. Essentially, realistic deep water is built in and need not be rendered by painting the bottom with progressively darker color or physically lowering the surface (which never worked anyway).  Thus, the offshore bottom need not be any deeper than the nearshore shoaling.  Ocean depths are not rendered by grid depth or coloring; you can bother to color or not color deep water bottom.  See &amp;quot;ocean and large lakes&amp;quot; below to learn how to tweak the color of deep water on your route. &lt;br /&gt;
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Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. Here you can set the color of your water features (one setting sets all).  Make sure the time dial is pointing straight down (noon) and click on the green dot below it.  Selecting any dot turns on the tools that establish the color ambiance of the Route at the time of day represented by the position of the green dot, but starting with noon is most influential for the daylight hours. The three boxes to the right of the cloud preview determine what the color dials will influence; the bottom box is &amp;lt;b&amp;gt;water color&amp;lt;/b&amp;gt;. Selecting that box and then tweaking the red, green, and blue color dials allows setting water color over a wide range.  The vertical slider to right sets the overall brightness of the scene (not just water).  A well illustrated description of setting water color is found at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Water_Colour Environment Tools - Water Colour]&amp;lt;/span&amp;gt;.&lt;br /&gt;
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===Water Surface===&lt;br /&gt;
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In addition to transparency and reflectivity, the water surface in Trainz has a third unique property: that of water surface condition. Nine different &amp;quot;sea state&amp;quot; conditions are available under &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt;. Select &amp;lt;b&amp;gt;Environment&amp;lt;/b&amp;gt; (sun rising icon) and note &amp;lt;b&amp;gt;Water&amp;lt;/b&amp;gt; (2nd from bottom).  Click on the text window to produce a list of available options. If your water surface is showing behind the &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt; window, you will see instantly the effect of changing the water surface property from &amp;quot;glassy&amp;quot; through &amp;quot;rough&amp;quot;. The setting will apply to all the water surfaces created on your route, so you may have to compromise if you have both ocean and inland lake/pond water features. Click on &amp;quot;&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;&amp;quot; (top right)&amp;amp;mdash;your selection is saved and the window closed (see also &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Set_the_Water_Surface Environment Tools - Set Water Surface]&amp;lt;/span&amp;gt;).&lt;br /&gt;
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Two other choices (selected on the left) are &amp;lt;b&amp;gt;Environment -&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt;. &lt;br /&gt;
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The water surface color is influenced by the sky. --&amp;gt;&lt;br /&gt;
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=== Rivers and Streams ===&lt;br /&gt;
Several options exist for rendering a river or stream on a route map. The most direct and perhaps easiest to create is a narrow, linear basin with a water surface. Painting the water surface confined by a topography of banks and detailed with appropriate bank and bottom coloring tiles produces a very satisfactory aquatic feature that can be lined with trees, shrubs, and/or grasses.  Important to remember in creating the course of the feature is to develop meanders and bends, minimizing long straight segments. &lt;br /&gt;
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In a landscape of topographic relief (mountainous), extending a linear feature with the level water surface may prove impractical, requiring that the water surface be broken up into unconnected segments that can rise step-like as the stream extends upslope.  A good example of how to &amp;quot;connect&amp;quot; these segments is provided in the MPS Route, &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot; where a wild river is depicted flowing from tributaries and lakes down to a coastal estuary. &lt;br /&gt;
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=== Ocean and large lakes ===&lt;br /&gt;
Sea coasts and large lakes are extensive water features extending out to a distant horizon.  Several baseboards out is sufficient, unless higher elevation views are anticipated (for example, a track laid well above the shore).  Because depth does not influence the appearance of the water body (see &amp;quot;water color&amp;quot; above), the ocean or lake baseboard  can be a level surface only a little below the water surface. Coloring the board is optional, except close to the shore where the map grid (&amp;quot;Grid (PBR)&amp;quot;) is visible.   If the &amp;quot;horizon&amp;quot;&amp;amp;mdash;the outermost baseboard&amp;amp;mdash;is kept to a line of baseboards oriented east-west or north-south, the appearance will be a natural one blending into the sky. However, if these horizon baseboards jog inward or outward, the sides of one or more baseboards (which are actually three dimensional blocks) will be seen (&amp;quot;World Edge&amp;quot; effect) from some points on the land. Pushing the horizon further out will reduce this obvious break in the horizon line to some degree, but not completely eliminate it. Placing a far shore (or another land) or an appropriate backdrop can solve this problem. &lt;br /&gt;
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It is possible to overcome the disappearance of bottom with distance from shore and, for example, create an offshore reef or shoal or just extensive shallow water with a unique bottom type or color.  Choose an area to create this and raise the bottom to just &amp;lt;u&amp;gt;above&amp;lt;/u&amp;gt; the water surface using the &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; tool set at low sensitivity. Then lower the area (&amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool) to just &amp;lt;u&amp;gt;below&amp;lt;/u&amp;gt; the water surface; the grid (or bottom color) will disappear. Now, click anywhere on the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool.  This has the effect of resetting the display relationship between the water surface and the bottom for the entire baseboard. The shoaled area, without any shore, will reappear and can be colored as sand or mud.  You can expand the shoal with the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool set at high sensitivity and wide radius. Although it may appear that nothing is happening as you do this, clicking the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool will reveal the change you are making. Switching to &amp;lt;b&amp;gt;Map View&amp;lt;/b&amp;gt; under the Camera Menu will show the bottom display as light blue for deep water (bottom not visible), light grey for visible but fading bottom, and dark grey (or some color if not &amp;quot;Grid (PBR)&amp;quot;) for shoal bottom.  Curiously, returning these areas to &amp;quot;deep water&amp;quot; will remove the shoal, but have no impact on the color scheme displayed in Map View (in Trainz Plus; could be adjusted in earlier Trainz builds).&lt;br /&gt;
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&amp;lt;td width=25&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Y&amp;lt;/font&amp;gt;ou can spot in tiles with white (for example, &amp;quot;ALWater 2&amp;quot;) to mimic waves breaking along a shore. Other mostly white paints can mimic crashing waves or rough water. The paint &amp;quot;MineralWater3&amp;quot; produces an intense aquamarine with a pattern of waves.&amp;lt;/td&amp;gt;&lt;br /&gt;
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=Problems=&lt;br /&gt;
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*&amp;lt;i&amp;gt;.... List problems here&amp;lt;/i&amp;gt;&lt;br /&gt;
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Using the shortcut key, cap &#039;S&#039;, will crash the program in versions of &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt; earlier than Build 114800. Problem is fixed by updating to TRS2019 SP4.&lt;br /&gt;
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The &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; tool discussed above to set ambient brightness and water color lacks a &amp;quot;save&amp;quot; button. To complete your actions and presumably &amp;quot;save&amp;quot; your settings, you can only close the window. However, this action alone will &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; save your settings. Before closing surveyor you must make some other change to the map board, then save the session.&lt;br /&gt;
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=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
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[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Place_and_Use_a_Camera&amp;diff=30493</id>
		<title>How to Place and Use a Camera</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Place_and_Use_a_Camera&amp;diff=30493"/>
		<updated>2021-10-18T18:03:46Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: emphasize adjusting with a guide in  place&lt;/p&gt;
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&amp;lt;td&amp;gt;The &#039;&#039;&#039;camera&#039;&#039;&#039; described here is a map object set anywhere on the layout that will activate (change your view of the scene to what the camera sees) when a train that has focus comes within the camera view.&amp;lt;td&amp;gt;&lt;br /&gt;
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[[File:TRS2019-camera-menu.jpg|Camera Menu]]&amp;lt;br&amp;gt;The top tool bar in TRS2019 (upper right corner in TS12 and TANE) includes a Camera Menu providing 8 different camera view options (4 in TS12 and TANE) for viewing the 3D world and, as well, a 2D Map View (see [[Help:Surveyor MenuCamera]]).  This How-to page covers setting up cameras along your route specifically for &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Lineside&#039;&#039;&#039;&amp;lt;/font&amp;gt; view from that menu (or press &#039;3&#039; on the keyboard). The information on this Trainz Wiki page applies to &amp;lt;b&amp;gt;TANE&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;TrainzPLUS&amp;lt;/b&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
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=Placing a Camera=&lt;br /&gt;
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Putting a Session in Lineside view (press 3 to activate this view mode) will activate any camera along a route as it is encountered, but will default to Chase Mode in the absence of a camera encounter. This behavior suggests several ways that cameras can be used to enhance Driver mode. A camera can be placed strategically to view loading/unloading/coupling operations, the driver accessing the camera from the menu at the time needed.   Setting up a continuous sequence of cameras can provide a driver with the option of switching to Lineside view as an alternative perspective on his train in motion, whereas starting a Session in Lineside view will automatically trigger a camera&#039;s view as the train comes into view.  A continuous sequence of overlapping camera view fields provides a means of choreographing a rail-fan&#039;s view of train operations for &amp;quot;ride-along&amp;quot; sessions.&lt;br /&gt;
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Cameras are placed and adjusted from the Tools menu in edit mode. Three tools are available: &amp;quot;Place camera &#039;A&#039;&amp;quot;, &amp;quot;Move camera &#039;M&#039;&amp;quot;, and &amp;quot;Delete camera &#039;D&#039;&amp;quot;. A camera can be placed when editing either a Route or a Session.  A camera placed in a Session will only activate in that Session; a camera placed on a Route will be present in all sessions attached to that route.  &amp;lt;i&amp;gt;&#039;&#039;&#039;To place a camera&#039;&#039;&#039;&amp;lt;/i&amp;gt;, move your viewpoint to the approximate location where you wish it to be, click on Place camera &amp;quot;A&amp;quot;, move your pointer to the exact location on the ground and click LMB. The camera view will appear with the view area marked by four corner angle lines, and a flashing green light in the lower left indicating the camera has been created and set in 3D space&amp;amp;mdash;you are now in Move camera &amp;quot;M&amp;quot; mode.  Use the pointer and RMB to better fix the spot for the camera.&lt;br /&gt;
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Adjusting the actual view to just what is desired is accomplished with the arrow, PgUp, and PgDn keys on the numeric keyboard, allowing you to pan left or right (camera azimuth), up or down (camera zenith or tilt), or move forward (PgUp or zoom in key) or backward (PgDn or zoom out key). Actually, two options exist for making these adjustments by selecting either &amp;quot;Roaming&amp;quot; or  &amp;quot;Walk&amp;quot; modes from the list of camera views. &#039;&#039;&#039;Walk&#039;&#039;&#039; places the camera on the ground and then affects a straight-forward &amp;quot;walk&amp;quot; backwards and forwards, right or left (using the arrow keys) without changing the camera&#039;s azimuth or tilt.  Azimuth and tilt are accomplished with these same arrow keys in &#039;&#039;&#039;Roaming&#039;&#039;&#039; mode. PgUp and PgDn only work in Roaming mode and can be used in conjunction with the RMB to make larger adjustments in camera location.&lt;br /&gt;
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The camera location and mode are fixed by clicking on Place camera &amp;quot;A&amp;quot; a second time. Use the PgDn to back off and see the camera (if nothing happens you are in &#039;Walk&#039; mode).  Not satisfied?  Click the pointer on the camera body and click Delete camera to remove the camera, allowing you to start over in a more desirable position using your pointer. Or, the Move camera tool can be used to adjust the camera view and position. Find the camera, select Move Camera &amp;quot;M&amp;quot;, and LMB click on the camera body to bring up the camera&#039;s view, although in &#039;roaming&#039; mode, this may change the camera&#039;s previously set position.  Now the camera can be adjusted as described and the adjustments saved by LMB on Place camera &amp;quot;A&amp;quot;.  Again, backing off to view the camera is a check on your not having created accidentally a second camera.&lt;br /&gt;
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The camera itself has a distinctive icon (a camera body and a hood indicating the direction the camera is pointing) and has two settings or camera types: &amp;lt;b&amp;gt;Static&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Tracking&amp;lt;/b&amp;gt;. Get in the habit of selecting static or tracking before fixing the location of the camera.  This property can be changed by deleting and starting over or by making sure you move the camera some small amount after changing the type.&lt;br /&gt;
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===Static Camera===&lt;br /&gt;
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The &amp;lt;b&amp;gt;Static&amp;lt;/b&amp;gt; and Tracking cameras have different icons and different behaviors. The Static camera view has a fixed view frame: an arc of about 65&amp;amp;deg;; the camera has a red hood; and the camera is activated as a train enters the view area AND is within 200 meters (650 feet) of the camera. The Static camera view is triggered on by the forward end of the consist and triggered off as the end of the consist leaves the camera view or the middle of the train reaches 200 m distant from the camera.  Because the Static camera has a fixed view frame, the points of activation (turn-on) and deactivation (turn-off) are a function of distance between the camera and the active track: a camera set close to the track will &#039;see&#039; a shorter segment of track than a camera set farther back. However, a Static camera will watch the entire consist as it passes by. A Static camera pointing down the track will be subject to the distance rule in that direction instead of the start or end of the train.&lt;br /&gt;
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Note that for a Static camera, the location of the consist within the frame of the camera view determines whether the camera turns on or not; and distance to the active track establishes how long the camera remains on. Setting up a camera in Roaming mode determines the activation frame.  The camera tilt (up/down arrows) can only be set in Roaming mode. Walk mode is useful for making fine adjustments in location, but Roaming mode is necessary to set the frame that establishes when the camera will activate and deactivate (turn on and off). The borders of the frame determine when a view is acquired from another camera and when the view is passed to the next camera in sequence. For further discussion on handing off the camera view to another camera in sequence, see the section, &amp;lt;u&amp;gt;Continuous Camera Sequencing&amp;lt;/u&amp;gt;, below. &lt;br /&gt;
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===Tracking Camera===&lt;br /&gt;
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The &amp;lt;b&amp;gt;Tracking&amp;lt;/b&amp;gt; and Static cameras have different icons and different behaviors. The Tracking camera follows the &amp;lt;u&amp;gt;train engine&amp;lt;/u&amp;gt; and is activated when that engine enters an area defined by a sphere with a radius of about 200 meters (~650 feet); the camera hood is green; and the camera turns off (the driver&#039;s view is passed to another camera or to Chase mode) once the train leaves the sphere centered on the camera or enters the sphere of another camera (see below). Note that for a Tracking camera, both the pan and tilt of the camera will be determined by the location of the focus engine, so you need only adjust the closeness to the track (PgUp/PgDn) and position relative to the ground (up/down arrows) when in Roaming mode. In Walk mode, the camera is set on the ground and the arrows move the camera to the right or to the left or forward/backwards. Thus, for a &amp;quot;person watching&amp;quot; point-of-view, Walk mode offers a way to make fine adjustments in the camera&#039;s location.    &lt;br /&gt;
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A Tracking camera will focus on a train coming from either direction and point towards the approaching engine, then follow it past the camera to the point where the camera hands off the view as determined by the engine. Realize, that camera-on/camera-off is shorter in time (actually distance along the track) the farther the camera is set from the track, and will not occur for a camera set beyond the activation radius of 200 meters.  This fact can be useful in setting up cameras in complex track areas, where cameras are intended to activate only for a specific section of track and not another track nearby.&lt;br /&gt;
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Camera-off occurs when the focus engine reaches 200-m from the camera.  Thus, camera-on and camera-off are not influenced by train length. The trigger is the engine, entering then leaving the 200-m radius sphere. For further discussion on handing off the camera view to another camera in sequence, see the following section, &amp;lt;u&amp;gt;Continuous Camera Sequencing&amp;lt;/u&amp;gt;. &lt;br /&gt;
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==Continuous Camera Sequencing==&lt;br /&gt;
&lt;br /&gt;
Placing cameras at particularly interesting points along a route will result in the view shifting from Chase to Lineside view as the train progresses and encounters the camera triggers (if in Lineside view mode). Chase mode views are set up and adjusted by the driver and Lineside mode views&amp;amp;mdash;set up by the developer&amp;amp;mdash;may conflict with the user&#039;s preferred way of following his train. This fact suggests that if Lineside view is going to be used as the Session setting, the experience should be a continuous one for at least some distance of travel if not the entire layout. Lineside view becomes a tool that can be developed to display a route/session in a manner at the control of the developer, particularly suitable to ride-along scenarios.  Setting up a series of cameras that move the view from camera to camera as a train progresses along a track can be a fairly complex undertaking, requiring not only consideration of the best separation between cameras, but some appreciation of cinematic principles.  Cameras must be chained together so that the view is handed off smoothly from one to the next camera in sequence; cameras set too close together will produce short bursts of views and a jerky experience; too far apart and the driver will experience the view jumping back and forth between a Lineside view and Chase view. Camera views are the equivalent of a rail-fan&#039;s experience of your route and this may be an important consideration in where you place each camera relative to the ground. &lt;br /&gt;
&lt;br /&gt;
Camera sequencing amounts to placement of cameras close enough together to produce smooth transitions (camera view hand-offs) in Driver mode.  Accomplishing this can be done by hit or miss, by using the Ruler tool (for Tracking cameras, separation should be around 1000 ft or 300 meters), or by employing the &amp;lt;b&amp;gt;guide camera sphere&amp;lt;/b&amp;gt; &amp;lt;KUID2:70337:23049:1&amp;gt;, a tool object that, set directly on the ground beneath a Tracking camera, draws a transparent green &amp;quot;influence&amp;quot; sphere showing where the distance of 660 feet (200 meters) is located from that camera in all directions. The &#039;&#039;&#039;guide camera static&#039;&#039;&#039; &amp;lt;KUID:70337:23050&amp;gt; provides a similar tool for setting up a Static camera, although a bit trickier to use. Of course cameras need not be placed at the point where two adjacent hemispheres just touch or just overlap, but approaching this maximum spacing will establish a longer stay on each camera. The guide sphere is not visible in Driver mode, although should be deleted after use, accomplished by using Delete object in the Objects menu anywhere in or on the sphere.&lt;br /&gt;
 &lt;br /&gt;
Considering just the two types of camera, 4 transitions are possible; add the transition into or out of Chase mode, and eight transitions are possible (&amp;lt;i&amp;gt;n&amp;lt;/i&amp;gt; to the third power minus non-existent Chase to Chase).  Consider also, that transitions, in most cases, need to work well in either direction of train travel.  The first rule is to ensure camera view overlaps, as any gaps in the next acquisition will switch the Driver&#039;s view to Chase mode then quickly back to Lineside view. Further complicating hand-offs is the fact that the ends of the consist trigger a static camera on and off. Of importance in setting up cameras to sequence views as the focus consist moves along is &amp;lt;b&amp;gt;camera priority&amp;lt;/b&amp;gt;.  By priority is meant which type of camera will prevail where activation overlaps with another camera type. It bears mentioning (and is discussed below) that some tunnel objects assert camera control as a train enters the portal. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tracking to Tracking&amp;lt;/u&amp;gt; - Hand-off from one Tracking camera to the next Tracking camera occurs when the center of the focus engine passes a point where distance to the next camera is less than distance to the active camera.  That is, view transition will occur midway between the over-lapping influence spheres of two adjacent Tracking cameras. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tracking to Static&amp;lt;/u&amp;gt; - The hand-off from a Tracking to a Static camera is determined by the view of the latter AND the focus engine entering that view area.  If there is overlap in the view areas, the switch will occur when the focus engine is equidistant from the two cameras. In essence, the static camera has priority, but the handover point is a compromise. &amp;lt;!-- However, if the consist is backed in, this splitting does not occur.  The focus engine remains the trigger and the switch over to the Static camera occurs when the engine enters the Static camera field of view.--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Static to Tracking&amp;lt;/u&amp;gt; - Static cameras do not turn off/hand over the view until the end of the train passes out of view or reaches 200 m (650 ft) distant, regardless of the next camera in a sequence. A Static camera placed within the sphere of a Tracking camera results in the Static camera grabbing the view as soon as the &amp;lt;u&amp;gt;train&amp;lt;/u&amp;gt; appears to it. and holding on to the view until the train leaves. In this sequence, the Static camera has priority over a tracking camera.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Static to Static&amp;lt;/u&amp;gt; - Sequenced Static cameras need not have overlapping views, only that the front of the consist enter the &#039;next&#039; Static camera before the end of that consist leaves the active camera.  Thus, it is possible to set up two or more Static cameras  and achieve a smooth transition, at least in theory. However, any actual gaps in camera view placement will achieve a good hand-off only for trains of a particular length or greater (that is, may not work well with shorter trains).  Aiming two static cameras in sequence in different directions (one aimed up the track and one down the track) is relying on timing to affect a smooth transition, and therefore sensitive to train length.&lt;br /&gt;
&lt;br /&gt;
===Camera Transition Rules (Summary)===&lt;br /&gt;
&lt;br /&gt;
* A camera must be within 650 ft (200 m) of the track to acquire and present a view and &#039;&#039;&#039;Lineside&#039;&#039;&#039; view must be the selected option.&lt;br /&gt;
* Gaps in coverage transitioning from one camera to the next will result in the screen temporarily switching to &#039;&#039;&#039;Chase&#039;&#039;&#039; view.&lt;br /&gt;
* A &#039;&#039;&#039;Tracking&#039;&#039;&#039; camera centers the view on the focus engine, panning as the engine moves past and is controlled (turned on/off) by distance (under 200 m) from the camera.&lt;br /&gt;
* Hand-off from one &#039;&#039;&#039;Tracking&#039;&#039;&#039; camera to another occurs when the distance from the first exceeds the distance to the second (i.e., at the midpoint in the overlap of their respective 200-m radius spheres)&lt;br /&gt;
* A &#039;&#039;&#039;Static&#039;&#039;&#039; camera is activated when the front end of the consist enters within 200 m of the view frame and triggers off when the rear of the consist exits the view or moves beyond 200 m from the camera.&lt;br /&gt;
* A &#039;&#039;&#039;Static&#039;&#039;&#039; camera will acquire and keep the view (has priority) even where placement is within the sphere of a &#039;&#039;&#039;Tracking&#039;&#039;&#039; camera or followed in sequence by another &#039;&#039;&#039;Tracking&#039;&#039;&#039; camera.&lt;br /&gt;
* &#039;&#039;&#039;Camera priority&#039;&#039;&#039; is as follows (lowest to highest):-&lt;br /&gt;
** Chase view&lt;br /&gt;
** Tunnel&lt;br /&gt;
** Tracking&lt;br /&gt;
** Static&lt;br /&gt;
&lt;br /&gt;
=Choreographic Considerations=&lt;br /&gt;
&lt;br /&gt;
For those Trainz aficionados particularly into developing realistic scenery, the Lineside view provides a bounded canvas for adding detail that will be noticed by the driver.  In general, small objects are not necessarily seen by a driver in the more commonly used Cab or Chase views. Lineside view is an opportunity to develop focused detail on your layout, including objects that themselves move (persons walking, persons with body movements). Because the train moves through a fixed view, a Static camera is particularly well-suited to setting up this sort of detail to emphasize activities ongoing beyond the train and track: small dioramas that enhance the enjoyment of both the route developer and route drivers.  Starting a ride-along session (train under AI control) in Lineside view can be an excellent introduction to your route, especially if coupled with triggered message pop-ups (See: [[How to Use Message Popup Rule|Message Popup Rule]]) that describe what is displayed.&lt;br /&gt;
&lt;br /&gt;
==Opening Session Camera View==&lt;br /&gt;
&lt;br /&gt;
On the start of a Session, you may wish to have the view focused on a particular train or some other object. The default will be a Chase Mode view of the engine of the first driver listed in the Driver Setup under Edit Session, whether an AI Driver or First Human Player. Unsetting the Driver Setup Rule &amp;quot;Focus camera on first Driver&amp;quot; shifts this initial focus to the First Human Player. You can also control this initial opening using the &amp;lt;b&amp;gt;[[Session_Rule_List_with_Parameters#Set_Camera_Rule|Set Camera Rule]]&amp;lt;/b&amp;gt;, which allows choosing the view upon rule execution; focus might be, for example, on the station platform.  Combined with a trigger, this rule may be used at any point in a session, opening up choreographic possibilities other than those discussed here considering just Lineside Camera view.  If you wonder how the &amp;quot;camera&amp;quot; knows where to be when you run the session, it will be the view as seen when you selected the object to focus on before you closed editing the rule. Realize that specifying an engine other than the one you wish to follow will shift Session focus to that other engine.&lt;br /&gt;
&lt;br /&gt;
Another rule that works (does not work in TRS2019Beta) in a more or less similar manner is the &amp;lt;b&amp;gt;[[Session_Rule_List_with_Parameters#Focus_Camera_Rule|Focus Camera Rule]]&amp;lt;/b&amp;gt;.  This rule differs from the previously described Set Camera Rule only in that no list of objects to choose from is provided (the Set Camera Rule provides an incomplete list of objects). An option for setting the camera pitch and yaw has no effect.  Set View Mode will influence what you get with whatever driver does have focus at start of Session. Indeed, in TRS2019Beta both rules produces no predictable outcome other than preserving whatever view was present when you saved the Session edit.&lt;br /&gt;
&lt;br /&gt;
A third rule for controlling screen view, especially at the start of a Session, is the &amp;lt;b&amp;gt;[[Session_Rule_List_with_Parameters#Cinematic_Camera_Rule|Cinematic Camera Rule]]&amp;lt;/b&amp;gt;, ostensively providing &amp;quot;several different cinematic style cameras with animations&amp;quot;. The animations work, but the list of focus objects is a mixed bag of train cars, engines, and a small number of named objects. Zoom and circle object do work, but the rule must not implement until the scene is fully painted, requiring some sort of delay (or perhaps circling twice).&lt;br /&gt;
&lt;br /&gt;
==Tunnels==&lt;br /&gt;
&lt;br /&gt;
When a train enters a tunnel, the screen view will be altered in a manner dependent upon the tunnel asset itself.  A camera following a train in &amp;lt;b&amp;gt;Chase Mode&amp;lt;/b&amp;gt; may suddenly be viewing the train from inside the mountain&amp;amp;mdash;undesirable because from outside, the tunnel walls become invisible, as does the ground above.  The camera angle may shift to looking directly down on the engine, but still hovering above it. In other cases, presumably tunnels meeting the latest standard, the camera will come to rest on top of the engine, and the view becomes one of riding along inside the tunnel feature.&lt;br /&gt;
&lt;br /&gt;
In &amp;lt;b&amp;gt;Lineside Mode&amp;lt;/b&amp;gt;, a shift as described above may or may not occur, depending on the tunnel asset. Ideally, the train disappears into the tunnel and a Tracking camera continues to follow it, pointing at where the engine is under the ground.  In TRS2019, this is not the case: the tunnel grabs the view from the camera, forcing the view onto the engine inside the tunnel.  Worse, once grabbed, the view is fixed and no switch to any view, manual or otherwise (except Cab view), can be made.  This &amp;quot;bug&amp;quot; has been fixed in TRS2019Beta.  &lt;br /&gt;
&lt;br /&gt;
A Tracking camera above the tunnel will point downward towards the engine, showing just the ground surface; a Static camera continues to point to wherever it was set-up to point as long as the consist is within range.  You could prevent this behavior by making sure the camera loses control just as the train enters the tunnel portal (be sure another camera picks it up outside the other end).  In Lineside Mode, how the screen view is treated after the train &amp;quot;disappears&amp;quot; requires some thought.  If the tunnel is long, to prevent a switch to the engine inside the tunnel may require having one or more additional cameras located on the mountain above the tunnel.  This will work as long as the distance to the train below is less than 200 m. Remember, this distance is measured from the camera to the train&amp;amp;mdash;as the train progresses, its distance from the camera will steadily increase.&lt;br /&gt;
&lt;br /&gt;
The view of the landscape above the train &amp;lt;i&amp;gt;sans&amp;lt;/i&amp;gt; train will need attention, if only to obviate temporary boredom. One consideration might be placing a triggered message (see [[How_to_Use_Message_Popup_Rule|Message Popup Rule]]), such as one providing tunnel name and length; or one describing the view that is displayed.&lt;br /&gt;
&lt;br /&gt;
=Problems=&lt;br /&gt;
&lt;br /&gt;
*TrainzPlus Beta continues to have the numerous problems described on this page; otherwise, camera use in Trainz is mostly problem free. An exception is manifested as a placed camera becoming inaccessible.  The camera works as intended in a session, but cannot be moved, adjusted, or removed in surveyor mode.  This problem is caused by placement of the camera too close to some other object (such as a boulder). For this same reason, &amp;lt;b&amp;gt;you will not be able to adjust a camera with the camera guide present&amp;lt;/b&amp;gt;.  Moving the object away from the camera object (or deleting the guide camera sphere) will allow access to the camera again.&lt;br /&gt;
&lt;br /&gt;
*Because a camera is an object (although cannot be moved in Object mode), adjusting an existing camera by clicking on the camera body with Move camera &amp;quot;M&amp;quot; will have the annoying effect of causing the camera to jump away from its original position, obviating the making of minor adjustments to the view.  The distance of the jump can be minimized by approaching the camera from directly overhead.&lt;br /&gt;
&lt;br /&gt;
*In Driver mode, a small, but sudden shift in the view likely means you have accidentally set two cameras in very close proximity, an easy mistake to make when adjusting a camera by selecting the Place camera &amp;quot;A&amp;quot; tool instead of the Move camera &amp;quot;M&amp;quot; tool. Delete one of the cameras.  Large shifts in the view (jumps to a more distant camera) indicate imperfect placement of cameras set in sequence.&lt;br /&gt;
&lt;br /&gt;
*Various Session Rules that might be used to set the camera view (not the Camera object) produce problematic results in TRS2019Beta but may be useful to set an initial scene for a Session. In their absence, the start-up Session view will be the focus engine in Chase mode (in TRS2019Beta, it is last view present when the Session was saved). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- BEGIN bugs table --&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ff0000&amp;gt; 								&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffff&amp;gt; &lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[file:Bug.png|link=]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
In TrainzPlus, a Static camera may not always operate as expected under the rules outlined above. After handing over to another camera in sequence, the Static camera will flash back on.  The trigger seems to be when the train &amp;lt;u&amp;gt;engine&amp;lt;/u&amp;gt; reaches a point equidistant from the active camera and the previous (Static) camera.  This action is, however, dependent upon both camera placement geometry and train length. Short trains will not trigger the undesirable action; very long trains will result in a back and forth switching between the two cameras (&amp;quot;flicker&amp;quot;), suggesting that the engine reaching a certain distance from a camera is not the only trigger. Making sure the Static camera is outside the influence sphere of the Tracking camera appears to avoid this problem, but having inconsistent rules for handing over to a next camera in sequence suggests other problems are lurking within the code.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt; &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;																&amp;lt;!-- END bugs table --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Cameras in the Future=&lt;br /&gt;
&lt;br /&gt;
Future versions will include a &amp;quot;timeline&amp;quot; mode that will allow setting a variety of camera controls to capture the perfect video footage using the trackside cameras. This system would include tweaks to the tracking cameras; adding pans, zooms, etc. to any camera (Tony Hilliam, Forum, March 11, 2019).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffff&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[file:TrainzWiki.png|link=]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Help:Driver_MenuCamera|Help: Driver Menu Camera]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Session_Rules_By_Categories_With_Properties#Camera_Rules|Session Rules]]&#039;&#039;&#039; (Camera rules explained)&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help/Topology_Tab&amp;diff=30406</id>
		<title>Help/Topology Tab</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help/Topology_Tab&amp;diff=30406"/>
		<updated>2021-10-06T01:04:00Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Add a link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;lt;b&amp;gt;Topology Menu&amp;lt;/b&amp;gt; provides access to the tools for creating various&lt;br /&gt;
types of terrain. On this Wiki Page you will learn how to make&lt;br /&gt;
hills, valleys, mountains, lakes and rivers. Once you become skilled in the use of these tools, you may want to check out &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Make_Good_Scenery How To: Make Better Scenery]&amp;lt;/span&amp;gt; to enhance the look of the scenery on your Route.&lt;br /&gt;
&lt;br /&gt;
NOTE: In &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt;, this Topology Tab is also used for accessing the new [[Help:Using_Effect_Layers|&amp;quot;Effect Layers&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
Click on the Topology Tab (or&lt;br /&gt;
press the F1 key) to open the&lt;br /&gt;
Topology Menu. Here you&lt;br /&gt;
will see a number of different&lt;br /&gt;
tools that can be used to shape&lt;br /&gt;
the terrain. Hold your mouse&lt;br /&gt;
cursor over each one to see a&lt;br /&gt;
short description as well as the&lt;br /&gt;
appropriate Hotkey to press. To&lt;br /&gt;
see the whole menu as in the&lt;br /&gt;
diagram above, click on the&lt;br /&gt;
“Advanced” button to expand&lt;br /&gt;
the menu.&lt;br /&gt;
[[File:Topology.jpeg|400px|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
= Topology Tools =&lt;br /&gt;
&lt;br /&gt;
== [[File:Height up.jpg]]  Height up (U) ==&lt;br /&gt;
&lt;br /&gt;
Click on the Height Up icon to select the&lt;br /&gt;
Height Up tool, and notice that your mouse cursor changes&lt;br /&gt;
to a circle. This circle is the “area of influence” for your cursor&lt;br /&gt;
when using the land shaping tools.&lt;br /&gt;
Click once near the center of your baseboard. The terrain is stretched upwards, if you hold the mouse button it will continue to rise. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Height down.jpg]] Height down (D) ==&lt;br /&gt;
Move to a flat area then make an indentation by clicking where you want&lt;br /&gt;
to lower the terrain. The size of the cursor circle determines the amount&lt;br /&gt;
of land that is lowered and the sensitivity determines how&lt;br /&gt;
quickly it lowers.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Height adjust.jpg]] Adjust height (A) ==&lt;br /&gt;
Adjust Height allows finer control of the up&lt;br /&gt;
and down movement. Click and hold then&lt;br /&gt;
push your mouse away from you to raise the&lt;br /&gt;
terrain. Click and hold then pull the mouse&lt;br /&gt;
towards you to lower the terrain.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Radius.jpg]] Radius ==&lt;br /&gt;
Click on the Radius Tool and move to either side to change the circle of influence. Right to enlarge (“+”), left to minimize (“-”). &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Sensitivity.jpg]] Sensitivity ==&lt;br /&gt;
Click on the Sensitivity Tool and move to either side to change the amount of height changed each time the circle of influence is affected. Right to enlarge (“+”), left to minimize (“-”). &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Height get.jpg]] Get height (G) ==&lt;br /&gt;
Select Get Height (G), then Click on the side of&lt;br /&gt;
a hill. Notice that the number in the Height Value&lt;br /&gt;
field changes. You have captured the height of the&lt;br /&gt;
spot you clicked on. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Height use.jpg]] Use height (H) ==&lt;br /&gt;
Click on Use Height (H) Then Click to apply the&lt;br /&gt;
selected Height Value to the terrain. The Use Height&lt;br /&gt;
tool creates a plateau at your selected height and&lt;br /&gt;
the radius of your cursor circle determines the&lt;br /&gt;
amount of land that is leveled at one time.&lt;br /&gt;
Click and hold then move your mouse around the terrain to&lt;br /&gt;
plateau a broader section.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Plateu.jpg]] Plateu (P) ==&lt;br /&gt;
Plateau (P) creates a plateau at the current height of the&lt;br /&gt;
compass. Click on the side of a hill to create&lt;br /&gt;
a plateau at that level by raising or lowering the&lt;br /&gt;
terrain.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Height value field.jpg]] Height value field ==&lt;br /&gt;
As an alternative to Get Height to select a Height Value, you&lt;br /&gt;
can also enter specific height in the Height Value field. You&lt;br /&gt;
can enter positive or negative values. Negative values allow&lt;br /&gt;
you to depress the terrain.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Water add.jpg]] Add water (W) ==&lt;br /&gt;
Click on Add Water (W)&lt;br /&gt;
and paint the water texture along the&lt;br /&gt;
desired area by moving&lt;br /&gt;
your mouse around. The radius of the&lt;br /&gt;
cursor circle determines the texture panel size. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Water remove.jpg]] Remove water (Q) ==&lt;br /&gt;
Click on Remove Water (Q) and you then delete&lt;br /&gt;
the water texture one panel at a time by Clicking&lt;br /&gt;
on each water panel.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Water adjust height.jpg]] Adjust water height (E) ==&lt;br /&gt;
Select the Adjust Water Height&lt;br /&gt;
tool and Click and hold (on the water texture) then drag&lt;br /&gt;
your mouse forward and back, adjusting the water texture&lt;br /&gt;
height until it is the appropriate&lt;br /&gt;
height.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Ground add.jpg]] Add ground (X) ==&lt;br /&gt;
Select the Add Ground&lt;br /&gt;
(X) tool. Click in the void just off the edge of&lt;br /&gt;
the baseboard to add another baseboard in that direction.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Ground remove.jpg]] Delete ground ==&lt;br /&gt;
Click on the Delete Section button. Then Click&lt;br /&gt;
on any baseboard section to delete it.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Advanced =&lt;br /&gt;
The Advanced features menu can be opened and closed by&lt;br /&gt;
using Shift-F1 or clicking on the Advanced Tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Displacement map.jpg]] Displacement map ==&lt;br /&gt;
A displacement map is a grayscale image&lt;br /&gt;
used to create an instant height map.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Direction.jpg]] Direction ==&lt;br /&gt;
Move the direction dial in the directon you wish the grayscale map to be put down on the baseboard.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Threshold.jpg]] Threshold ==&lt;br /&gt;
Move the Threshold dial to increase the size of the height change set on the displacement map.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Area select.jpg]] Select area (B) ==&lt;br /&gt;
Click on Select Area (B). Click and drag the&lt;br /&gt;
mouse to make a large square as shown below.&lt;br /&gt;
The size of the square (or rectangle)&lt;br /&gt;
determines the area that will be affected by the next&lt;br /&gt;
operation.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Area fill.jpg]] Fill area (F) ==&lt;br /&gt;
Scroll through the Displacement Maps, then click on Fill Area (F). The&lt;br /&gt;
terrain is instantly transformed into the shape determined by&lt;br /&gt;
the grayscale images of the displacement map chosen.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Area cancel.jpg]] Cancel selection (D) ==&lt;br /&gt;
Click on Cancel Selection (D) to cancel the&lt;br /&gt;
selection.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Area grab.jpg]] Get displacement (B) ==&lt;br /&gt;
Click on Select Area (B). Click on the baseboard&lt;br /&gt;
and drag the mouse to make a large square that&lt;br /&gt;
covers an existing area of modified terrain. Now&lt;br /&gt;
click the “Get Displacement” button and you’ll notice that a&lt;br /&gt;
displacement map has been derived from the shape of the&lt;br /&gt;
terrain. This can now be used to apply the same terrain effect&lt;br /&gt;
in another area.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30405</id>
		<title>How to Make Good Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30405"/>
		<updated>2021-10-05T23:22:27Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Add text to waves tip box&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz aficionados are a diverse group with varied interests in one or more of the multiple aspects of this game.  Developing the scenery that surrounds the tracks is one such aspect, but one that only a few have really mastered.  This How-To page will introduce those interested in improving the look of their route to techniques they can learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For every route builder, the first consideration is achieving a scenery consistent with the landscape they are mimicking.  Choice of objects, particularly vegetation (types of trees, for example.), is perhaps primary but topography&amp;amp;mdash;creating the terrain of hills, mountains, gullies, etc.&amp;amp;mdash;is of equal importance and should be the starting point for a new route or expansion of an existing route.  Another rule requiring consideration is the &amp;quot;decrease detail with distance&amp;quot; rule. The computer will attempt to render everything you have added within a scene, a scene that is constantly moving with the train being operated. Great detail may be called for close to the track, but not at distances far from the track; details should decrease with distance on the premise that no one is really going to notice them, no matter how much fun they might be to create, and rendering them places a cost on performance.&lt;br /&gt;
&lt;br /&gt;
= Layout =&lt;br /&gt;
&lt;br /&gt;
The first thing to understand about layout of a Route is the &amp;lt;b&amp;gt;ground type&amp;lt;/b&amp;gt;. From TS2009 onward, Trainz releases have included two ground types:&lt;br /&gt;
* &#039;&#039;&#039;classic, 10-m grid&#039;&#039;&#039; - the original Trainz ground type and the default;&lt;br /&gt;
* &#039;&#039;&#039;classic, 5-m grid&#039;&#039;&#039; - ground type using the classic texturing technique, but storing four times the number of sample points.&lt;br /&gt;
The 5-m grid is great for fine detail close to the track but, as always, with an increase in detail comes a potential impact on performance. A mix of 10- and 5-m grids can be utilized: the 5-m grid used near the track where high detail is desirable, the 10-m grid in all other places. Implementing grid type is discussed elsewhere (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Ground_Types Ground Types]&amp;lt;/span&amp;gt;&#039;&#039;) but realize that the grid type is set independently for each [[baseboard]] and not some portion of a baseboard.  Only the &amp;lt;b&amp;gt;Paint&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tools are impacted by the grid size setting. &lt;br /&gt;
&lt;br /&gt;
With respect to the layout of a Route or Map, Trainz users tend to follow one of two models: the &#039;&#039;&#039;Linear&#039;&#039;&#039; model or the &#039;&#039;&#039;Area&#039;&#039;&#039; model.  Placement of [[baseboard]]s end to end allows the Linear model to develop long track runs with minimal effort. An excellent example is &amp;quot;Belarusian woodland&amp;quot; by Oleg Khim.  The Area model (a large map of many baseboard squares) takes more effort but can better render distant scenery.  Excellent examples of this style are &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; by jango and &amp;quot;Bodmin &amp;amp; Wenford Railway TRS2019&amp;quot; by marky7890. The two layouts styles are sometimes combined: area style layouts used for places of cities, dense industries, and complex train yards connected by long runs of linear style layouts. An example approaching this mixed style is &amp;quot;Coal Country&amp;quot; by Scratchy and &amp;quot;Rodnye Prostory - SND&amp;quot; by TrainzLagutin 1995.  Note that layout choice is independent of prototypical vs. imaginary route design. However, scenery choices will be influenced by the model you choose to employ.&lt;br /&gt;
&lt;br /&gt;
With the Linear model, the edge of the baseboard is always a short distance away from the track, dictating specific scenery choices to obscure this fact from the view of the train. The Area model is especially suitable to creating  mountainous country, such as depicted in &amp;quot;TRS19 Canadian Rocky Mountains - Viktor Lake to Ross Peak &amp;amp; Glacier&amp;quot; by RoysTrainz. Mountains that rise high above the track elevation require space to gain that elevation without displaying unreal slopes  and &amp;quot;TRS2019 Canadian Rocky Mountains Ottertail to Castle Jct&amp;quot; by RoysTrainz shows just how big a map is needed to provide massive mountain peaks. The Area model can also be used to compress a lot of track in a small baseboard set by separating track areas with tall features (hills or backdrops). This layout &amp;quot;folds&amp;quot; a Linear track into an Area layout following techniques used by model railroad builders/designers. &lt;br /&gt;
&lt;br /&gt;
===Edge of World ===&lt;br /&gt;
No matter the size of the layout developed, the reality is your world map will have an edge.  If a square or rectangular configuration of baseboards is maintained with expansion, this edge will simply appear as the end of the world so long as your viewpoint remains on the map. However, with the &amp;lt;b&amp;gt;Linear&amp;lt;/b&amp;gt; style especially, maintaining a rectangular or square map is not possible for routes of any size. On flat terrain, the view from close to the tracks can show the sides of baseboards at the margins in what has been dubbed the &amp;quot;world edge effect&amp;quot;. Fortunately, this problem can be reduced or avoided in a number of different ways. Here, we list the following aids to hide the &amp;quot;world edge&amp;quot;:&lt;br /&gt;
* behind scenery objects;&lt;br /&gt;
* behind backdrops or a &amp;quot;double rise&amp;quot; (topography);&lt;br /&gt;
* behind higher elevation topography (hills or mountains);&lt;br /&gt;
* by extending water (ocean or large lake) to the &amp;quot;horizon&amp;quot;.&lt;br /&gt;
Each is discussed below under the appropriate subject. &lt;br /&gt;
&lt;br /&gt;
= Hills and Valleys =&lt;br /&gt;
&lt;br /&gt;
Enhancing topography changes a flat baseboard into one with hills and valleys, opening up opportunities for road and railroad cuts, viaducts and bridges, and, of course, tunnels.  Varied topography establishes glimpses of the wider world as a train moves down the track.  Of course, a generally flat terrain is realistic for many parts of the world and certainly not a &#039;bad&#039; thing. Topography on a Route is developed using the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology tool]&#039;&#039;&#039;&amp;lt;/span&amp;gt; in Surveyor mode (correct term would be &amp;quot;topography&amp;quot;).  The top row in this tool menu has settings for &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;A&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.  These settings determine what the topography tool will do when applied to the surface of the map and a selection must be made before the tool will work. However, before applying, set the radius and sensitivity of the tool with the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Cursor radius &#039;+/-&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sensitivity &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dials, respectively.  The next row has additional settings, the most useful of which is on the right: the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting.  The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get height &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting appears to do nothing in Trainz2019. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Use height &#039;H&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting  sets the topography tool to draw the ground at the height setting entered in the box to the left. &lt;br /&gt;
&lt;br /&gt;
The process of creating a varied terrain starts by raising (and perhaps lowering) the ground surface using moderate radius and sensitivity settings. Practice using different settings for radius and sensitivity to develop skill in using this tool.  Once the basic terrain has been established, the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting can be an excellent smoothing tool.  Set the sensitivity high and the radius on however large an area is to be smoothed (best results are achieved using a high radius setting).  The Plateau setting uses the elevation at the tool center; moving it quickly over a limited area and regularly resetting the center point will change a rough surface into a smooth slope.  Again, practice  is necessary to acquire this skill.  Assuming your tracks are already in place, this setting (with radius set at small) allows you to bring slopes in close for realistic cuts or fills near the line. &lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Layout|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Coloring_(Painting)|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Object and Spline Assets =&lt;br /&gt;
Two types of assets exist in Trainz: &amp;lt;b&amp;gt;objects&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;splines&amp;lt;/b&amp;gt;.  In surveyor mode, scenery objects are added and manipulated using the Objects Menu reached by clicking on the &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt; tab. Tracks and objects directly related to tracks are dealt with separately under the &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; tab. For explanations on the various tools and settings provided see pages describing the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Objects_Tab Objects Tab]&amp;lt;/span&amp;gt; and &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Track_Tools Tracks Tab]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Spline Shadows===&lt;br /&gt;
Implementation of shadows cast by objects was one of the great steps forward made by Trainz to render a realistic GUI.  Certain objects, notably spline objects with a low profile (such as roads and tracks) should not, of course, cast a shadow. To avoid this problem, the spline must be set down tight against the ground; any gap between the spline and the ground will appear as a dark line (a shadow).  Spline objects conform to variations in slope as the spline is laid, but fixing the spline points (this changes the vertex from a white to a yellow rotating circle) with the &amp;lt;b&amp;gt;Adjust spline height &#039;H&amp;quot;&amp;lt;/b&amp;gt; setting in &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;Spline height &#039;H&#039; &amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;&#039;Spline mode &#039;S&#039;&amp;lt;/b&amp;gt; for &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt;) removes ground conforming between the points.  Small rises now bury the spline and small dips produce a shadow. On a perfectly level board, these particular problems do not occur, although many spline objects will still cast a shadow if not height adjust. The solution is to bring the spline segments back into close conformance with the ground. Two possible approaches &amp;amp;mdash;adjust the spline height or adjust the ground height&amp;amp;mdash;may both need to be utilized wherever on a Route the shadowing is clearly observable.&lt;br /&gt;
&lt;br /&gt;
A first step is to use the &amp;lt;b&amp;gt;&#039;Smooth spline &#039;S&#039;&amp;lt;/b&amp;gt; tool found in the &amp;lt;b&amp;gt;Advanced&amp;lt;/b&amp;gt; section of the Spline Mode menu (same tool is &amp;lt;b&amp;gt;Smooth spline height &#039;S&#039;&amp;lt;/b&amp;gt; in the advanced tools for &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt;). This tool corrects the terrain topography under the spline segment (section between two vertices) clicked on.  The spline is smoothed and the ground brought into conformance with the spline.  But this conformance may or may not eliminate a shadow, depending on the particular asset, as many are created to lie slightly above the ground. The next step is to apply the &amp;lt;b&amp;gt;&#039;Spline height &#039;H&#039;&amp;lt;/b&amp;gt; tool under Advanced )&amp;lt;b&amp;gt;Adjust spline height &#039;H&#039;&amp;lt;/b&amp;gt; for track splines), lowering the vertices while holding down the CTRL key (allows very fine adjustments).  Using the Smooth spline height tool may not be desirable in some situations, as it has an impact over topography some distance from the spline (may level the ground too far out from the road or track). In this case, the ground will need to be raised up to the spline to eliminate the shadow. The tool used is &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Topolgy&amp;lt;/b&amp;gt; menu, putting both Radius and Sensitivity on the absolute lowest settings. The &amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool may need to be employed to make adjustments.  Realize, both tools only operate if clicked on a grid vertex, having no effect if clicked away from a vertex. The tools raise or lower a vertex and the ground &amp;quot;follows&amp;quot; as a surface determined by the surrounding vertices.&lt;br /&gt;
&lt;br /&gt;
Achieving &amp;quot;no shadow&amp;quot; may be impossible in some small parts of a segment due to bending of the spline. Moving the spline point closer to a grid vertex may help. Using spline assets with &amp;quot;skirts&amp;quot; (for example, ballast in track splines) certainly makes the process easier as these have greater height latitude. Simply hiding conspicuous shadows with a grass asset or placing an object like a car on the shadow are other options.&lt;br /&gt;
&lt;br /&gt;
===Backdrops===&lt;br /&gt;
&#039;&#039;&#039;Backdrops&#039;&#039;&#039; are used to create the illusion of distant terrain, enabling builders to set up landscaped horizons such as mountains and cityscapes quicker and with less impact to the frame-rate. To achieve this, a backdrop has a much greater draw distance than other scenery assets so that it is visible from far away (5 km or ~5000 yds). Backdrops are valuable with layouts based on the &amp;lt;b&amp;gt;Linear Model&amp;lt;/b&amp;gt;, particularly where there is minimal topography (steppes and plains), obviating the need to add map squares to create a sense of distance beyond the tracks.  Even in &amp;lt;b&amp;gt;Area Model&amp;lt;/b&amp;gt; layouts backdrops can be used to great advantage, as is aptly demonstrated  by Jango in &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; in which distant villages are skillfully rendered by short backdrops.&lt;br /&gt;
&lt;br /&gt;
Backdrops are provided as either object assets or spline assets. Because these assets are relatively easy to create and typically designed for specific purposes to match the developer&#039;s route, backdrops available on the DLS vary widely in subject and quality. &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Content_ManagerSearch Search]&amp;lt;/span&amp;gt; for &amp;quot;backdrop&amp;quot; in the DLS for access to an extensive number of offerings.&lt;br /&gt;
&lt;br /&gt;
A form of backdrop labeled a &amp;quot;&amp;lt;b&amp;gt;double rise&amp;lt;/b&amp;gt;&amp;quot; is created with the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool. A low hill or objects (for example trees or buildings) are used close by the tracks to obscure the land immediately beyond, which is made to slope downward, then rise up to create the illusion of far distant mountains or hills. The illusion is accomplished by using no objects or small objects to represent very distant trees on the far rise.  Painting and topography also contribute by using muted colors tending to more purple shades.  An example of this approach can be seen in the MSP route &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot;, where a distant snow-capped range is actually much closer to the tracks than would be possible in a narrow layout. The dip between the tracks and the far rise is obscured from view taking away from the viewer cues normally present to assess distance.      &lt;br /&gt;
&lt;br /&gt;
= Coloring (Painting) =&lt;br /&gt;
Coloring the landscape (&amp;quot;ground texturing&amp;quot;) is accomplished with the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Paint_Tools Paint Tool]&amp;lt;/span&amp;gt;&#039;&#039;&#039; &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt; tool. This tool opens a display of all the of the &amp;quot;paints&amp;quot; or tiles residing locally on your computer.  Each combines colors and textures (in 2D) providing hundreds of possible choices for painting the ground.  This tool is a paint brush with the ability, after selecting a tile, of enlarging the tile image (&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture scale &#039;Ctrl [/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;) and changing the tile orientation &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture direction &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;).  The diameter of the brush tool is set by the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Radius &#039;-/+&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dial. A &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get texture &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool turns on a pointer that, when clicked on a painted location on the map, loads the tile in the brush. The loaded tile is shown in the square directly above the &amp;quot;Radius&amp;quot; dial. If you locate a tile by typing a word/name in the box above the tile display columns, the square displaying the loaded tile does not work if you then select a tile using the selection tool, even though the selected tile is likely loaded into the brush. We say &amp;quot;likely&amp;quot; because a painted area can become a combination of several different tiles, with certain tiles dominating the selection tool to the exclusion of what is displayed.&lt;br /&gt;
&lt;br /&gt;
Once a selected tile is loaded, the image can be painted across the terrain. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. To the right of the cloud preview window and boxes to select ambient, sun, and water color is a vertical slider. Clicking on the green dot at the bottom of the time dial turns the slider on for midday.  Now adjust the slider to set a proper brightness; too bright, and your color tile selections will look washed out.&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
[[File:10-m-grid.jpg|300px|left|Baseboard with grid-size of 10-m]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
===Grid Size Effect===&lt;br /&gt;
One reason to not over utilize the 5-m grid size on a layout is the little difference selecting 5-m over 10-m makes for all but limited areas on a Route. Consider just two tiles; say ballast laid along a track cutting through grass.  On a 10-m grid, the ballast tends to flare out in triangles (depending upon the track angle relative to the underlying grid) or not appearing under the track at all in other places.  In the figure at left, the interaction of dry grass tiles and ballast tiles along the track in the distance shows triangles of ballast at 10-m grid setting. On a 5-m grid, this effect is much reduced, similar to that seen along the track in the foreground of the figure.  The ballast is more easily constrained to the vicinity of the track and the line between grass and ballast can be made closer to an expected line parallel with the rails. In essence, a 5-m grid does permit more precision in painting the ground color/texture where multiple colors/textures are interacting. This precision appears to be the only real advantage gained at the expense of an enhanced cost to performance, suggesting careful consideration of which baseboards might really benefit from having a 5-m grid setting. In fairness, the adverse rendering of adjacent tile interaction on a 10-m grid is less noticeable at low angles and can be ameliorated somewhat by using tiles having less contrast. &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Picking tile colors ==&lt;br /&gt;
The number of choices of coloring tiles is large, easily in the hundreds. Picking a suitable tile or combination of tiles is first a matter of deciding what sort of ground you wish to portray. The basic categories are going to be: vegetation, rock, bare soil, and water. Vegetation is likely to occupy the largest area of the map, except in very dry climates (e.g., deserts, dominated by bare soil) and rocky areas with thin soils. Water is discussed in more detail below under &amp;quot;Water Features&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Initially, decide on a suitable &amp;quot;theme&amp;quot; color best representative of the location and type of terrain you intend to emphasize (say, dry grassland) and paint broad areas with this theme color.  The purpose here is to unify your rout&#039;s overall look. Of course, you might have more than one theme color if patches are typical or hills look different than valleys or plains.&lt;br /&gt;
&lt;br /&gt;
=== Tile basics ===&lt;br /&gt;
Coloring the map surface is done by spreading small tiles over the map grid. We call these &amp;quot;tiles&amp;quot; because each is a usually six-sided pattern that is repeated &amp;lt;i&amp;gt;ad infinitum&amp;lt;/i&amp;gt; as it is laid down (painted). On the 10-m grid, the tool places a tile diagonally (NW to SE or NE to SW) only centered on the yellow grid intersections. You can control the area covered by the tool (&amp;lt;b&amp;gt;Radius &amp;quot;-/+&amp;quot;&amp;lt;/b&amp;gt;) and the pattern size (&amp;lt;b&amp;gt;Texture scale &amp;quot;Ctrl [/]&amp;quot;&amp;lt;/b&amp;gt;)&amp;amp;mdash;this is not the area covered, but an enlargement of the actual pattern. Available tiles range from plain color to complex patterns mimicking ground textures of all sorts. Many of these are very good and others, not so good. Because the painting involves laying tiles one after the other, &amp;lt;b&amp;gt;secondary patterns&amp;lt;/b&amp;gt; are almost inevitable. The better texture tiles avoid this.  If a created tile is even a little darker in one part than elsewhere, a secondary pattern will appear. How troublesome these secondary patterns are depends upon the viewed distance. Viewed from the cab, chase, or lineside cameras, secondary patterning is not a huge problem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
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&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Coloring_(Painting)|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Problems|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
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= Water Features =&lt;br /&gt;
Of all the various landforms one can create, water features hold the greatest potential for enhancing scenery along a Route. And water is superbly rendered using the water tools found in Surveyor &#039;&#039;&#039;Topology - Get height&#039;&#039;&#039;.  Three tools are provided: &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Add water &#039;W&#039;, Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. An input box for setting water surface height is provided.  The &#039;&#039;Add water&#039;&#039; tool paints a surface in the same manner as coloring, described above.  However, the water surface has unique properties, the most significant being it is transparent and reflective. Improvements in rendering of these properties with each successive Trainz version has certainly been a major contribution to making a realistic CGI.&lt;br /&gt;
&lt;br /&gt;
Painting water establishes a level surface at the setting in the &#039;&#039;water surface height&#039;&#039; box. Expanding this surface always maintains the same height as long as you begin painting from the existing surface (no need to adjust the setting).  The  &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool adjust the entire connected surface all at once, but does not change any other water surfaces on the map not connected to the one being adjusted. Thus, you can create a series of lakes at different elevations so long as the water surfaces of each are not connected. Determine this independence by selecting &amp;lt;b&amp;gt;Wireframe View&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Display Menu&amp;lt;/b&amp;gt; (or pressing &amp;lt;b&amp;gt;F9&amp;lt;/b&amp;gt;). This displays the baseboard in white and the water surface(s) in grey, removing all the painted surfaces.  Use the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool to disconnect close-by water surfaces that you wish to set to different heights. Working upstream of a long river, you can progressively raise the surface of segments at points with rapids, waterfalls, or dams. Just be sure the water surface is broken at these points. An oddity built into the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool is that if you hold down the Shift-Key while raising or lowering the water surface, the surface becomes bendy, going up or down within a limited area, no longer representing a level surface. If you bend it too much, it snaps back to a level surface at some new height. There must be a use for this?&lt;br /&gt;
&lt;br /&gt;
=== Water Color ===&lt;br /&gt;
Because the water surface is transparent, the color of the water feature and/or the nature of the bottom can be established by coloring the underlaying board surface. Creating muddy water or an algae-colored pond then becomes a matter of selecting an underlying color producing the desired result. The intensity of these underwater paints is controlled NOT by the distance between the water surface and the baseboard (water depth), but by distance from a shore. Over a baseboard without coloring, water has a color based on settings as described in the next paragraph; the board grid shows through for a distance up to about 40 m (130 ft) from a shore.  Beyond that, the bottom fades away (no matter how colored) and water color darkens. This property is one of the great improvements made between TRS2012 and TRS2019 versions. Essentially, realistic deep water is built in and need not be rendered by painting the bottom with progressively darker color or physically lowering the surface (which never worked anyway).  Thus, the offshore bottom need not be any deeper than the nearshore shoaling.  Ocean depths are not rendered by grid depth or coloring; you can bother to color or not color deep water bottom.  See &amp;quot;ocean and large lakes&amp;quot; below to learn how to tweak the color of deep water on your route. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. Here you can set the color of your water features (one setting sets all).  Make sure the time dial is pointing straight down (noon) and click on the green dot below it.  Selecting any dot turns on the tools that establish the color ambiance of the Route at the time of day represented by the position of the green dot, but starting with noon is most influential for the daylight hours. The three boxes to the right of the cloud preview determine what the color dials will influence; the bottom box is &amp;lt;b&amp;gt;water color&amp;lt;/b&amp;gt;. Selecting that box and then tweaking the red, green, and blue color dials allows setting water color over a wide range.  The vertical slider to right sets the overall brightness of the scene (not just water).  A well illustrated description of setting water color is found at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Water_Colour Environment Tools - Water Colour]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Water Surface===&lt;br /&gt;
&lt;br /&gt;
In addition to transparency and reflectivity, the water surface in Trainz has a third unique property: that of water surface condition. Nine different &amp;quot;sea state&amp;quot; conditions are available under &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt;. Select &amp;lt;b&amp;gt;Environment&amp;lt;/b&amp;gt; (sun rising icon) and note &amp;lt;b&amp;gt;Water&amp;lt;/b&amp;gt; (2nd from bottom).  Click on the text window to produce a list of available options. If your water surface is showing behind the &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt; window, you will see instantly the effect of changing the water surface property from &amp;quot;glassy&amp;quot; through &amp;quot;rough&amp;quot;. The setting will apply to all the water surfaces created on your route, so you may have to compromise if you have both ocean and inland lake/pond water features. Click on &amp;quot;&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;&amp;quot; (top right)&amp;amp;mdash;your selection is saved and the window closed (see also &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Set_the_Water_Surface Environment Tools - Set Water Surface]&amp;lt;/span&amp;gt;).&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Two other choices (selected on the left) are &amp;lt;b&amp;gt;Environment -&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The water surface color is influenced by the sky. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rivers and Streams ===&lt;br /&gt;
Several options exist for rendering a river or stream on a route map. The most direct and perhaps easiest to create is a narrow, linear basin with a water surface. Painting the water surface confined by a topography of banks and detailed with appropriate bank and bottom coloring tiles produces a very satisfactory aquatic feature that can be lined with trees, shrubs, and/or grasses.  Important to remember in creating the course of the feature is to develop meanders and bends, minimizing long straight segments. &lt;br /&gt;
&lt;br /&gt;
In a landscape of topographic relief (mountainous), extending a linear feature with the level water surface may prove impractical, requiring that the water surface be broken up into unconnected segments that can rise step-like as the stream extends upslope.  A good example of how to &amp;quot;connect&amp;quot; these segments is provided in the MPS Route, &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot; where a wild river is depicted flowing from tributaries and lakes down to a coastal estuary. &lt;br /&gt;
&lt;br /&gt;
=== Ocean and large lakes ===&lt;br /&gt;
Sea coasts and large lakes are extensive water features extending out to a distant horizon.  Several baseboards out is sufficient, unless higher elevation views are anticipated (for example, a track laid well above the shore).  Because depth does not influence the appearance of the water body (see &amp;quot;water color&amp;quot; above), the ocean or lake baseboard  can be a level surface only a little below the water surface. Coloring the board is optional, except close to the shore where the map grid (&amp;quot;Grid (PBR)&amp;quot;) is visible.   If the &amp;quot;horizon&amp;quot;&amp;amp;mdash;the outermost baseboard&amp;amp;mdash;is kept to a line of baseboards oriented east-west or north-south, the appearance will be a natural one blending into the sky. However, if these horizon baseboards jog inward or outward, the sides of one or more baseboards (which are actually three dimensional blocks) will be seen (&amp;quot;World Edge&amp;quot; effect) from some points on the land. Pushing the horizon further out will reduce this obvious break in the horizon line to some degree, but not completely eliminate it. Placing a far shore (or another land) or an appropriate backdrop can solve this problem. &lt;br /&gt;
&lt;br /&gt;
It is possible to overcome the disappearance of bottom with distance from shore and, for example, create an offshore reef or shoal or just extensive shallow water with a unique bottom type or color.  Choose an area to create this and raise the bottom to just &amp;lt;u&amp;gt;above&amp;lt;/u&amp;gt; the water surface using the &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; tool set at low sensitivity. Then lower the area (&amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool) to just &amp;lt;u&amp;gt;below&amp;lt;/u&amp;gt; the water surface; the grid (or bottom color) will disappear. Now, click anywhere on the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool.  This has the effect of resetting the display relationship between the water surface and the bottom for the entire baseboard. The shoaled area, without any shore, will reappear and can be colored as sand or mud.  You can expand the shoal with the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool set at high sensitivity and wide radius. Although it may appear that nothing is happening as you do this, clicking the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool will reveal the change you are making. Switching to &amp;lt;b&amp;gt;Map View&amp;lt;/b&amp;gt; under the Camera Menu will show the bottom display as light blue for deep water (bottom not visible), light grey for visible but fading bottom, and dark grey (or some color if not &amp;quot;Grid (PBR)&amp;quot;) for shoal bottom.  Curiously, returning these areas to &amp;quot;deep water&amp;quot; will remove the shoal, but have no impact on the color scheme displayed in Map View (in Trainz Plus; could be adjusted in earlier Trainz builds).&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffb0 width=&amp;quot;750&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=25&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Y&amp;lt;/font&amp;gt;ou can spot in tiles with white (for example, &amp;quot;ALWater 2&amp;quot;) to mimic waves breaking along a shore. Other mostly white paints can mimic crashing waves or rough water. The paint &amp;quot;MineralWater3&amp;quot; produces an intense aquamarine with a pattern of waves.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
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=Problems=&lt;br /&gt;
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*&amp;lt;i&amp;gt;.... List problems here&amp;lt;/i&amp;gt;&lt;br /&gt;
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&amp;lt;!-- BEGIN bugs table --&amp;gt;&lt;br /&gt;
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&amp;lt;td&amp;gt;[[file:Bug.png|link=]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=100%&amp;gt;&lt;br /&gt;
Using the shortcut key, cap &#039;S&#039;, will crash the program in the latest version of &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt;.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;td width=100%&amp;gt;&lt;br /&gt;
The &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; tool discussed above to set ambient brightness and water color lacks a &amp;quot;save&amp;quot; button. To complete your actions and presumably &amp;quot;save&amp;quot; your settings, you can only close the window. However, this action alone will &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; save your settings. Before closing surveyor you must make some other change to the map board, then save the session.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/table&amp;gt; &lt;br /&gt;
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&amp;lt;/table&amp;gt;		&lt;br /&gt;
----&lt;br /&gt;
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=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
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[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30402</id>
		<title>How to Make Good Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30402"/>
		<updated>2021-10-05T21:32:05Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: tip box (empty)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz aficionados are a diverse group with varied interests in one or more of the multiple aspects of this game.  Developing the scenery that surrounds the tracks is one such aspect, but one that only a few have really mastered.  This How-To page will introduce those interested in improving the look of their route to techniques they can learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For every route builder, the first consideration is achieving a scenery consistent with the landscape they are mimicking.  Choice of objects, particularly vegetation (types of trees, for example.), is perhaps primary but topography&amp;amp;mdash;creating the terrain of hills, mountains, gullies, etc.&amp;amp;mdash;is of equal importance and should be the starting point for a new route or expansion of an existing route.  Another rule requiring consideration is the &amp;quot;decrease detail with distance&amp;quot; rule. The computer will attempt to render everything you have added within a scene, a scene that is constantly moving with the train being operated. Great detail may be called for close to the track, but not at distances far from the track; details should decrease with distance on the premise that no one is really going to notice them, no matter how much fun they might be to create, and rendering them places a cost on performance.&lt;br /&gt;
&lt;br /&gt;
= Layout =&lt;br /&gt;
&lt;br /&gt;
The first thing to understand about layout of a Route is the &amp;lt;b&amp;gt;ground type&amp;lt;/b&amp;gt;. From TS2009 onward, Trainz releases have included two ground types:&lt;br /&gt;
* &#039;&#039;&#039;classic, 10-m grid&#039;&#039;&#039; - the original Trainz ground type and the default;&lt;br /&gt;
* &#039;&#039;&#039;classic, 5-m grid&#039;&#039;&#039; - ground type using the classic texturing technique, but storing four times the number of sample points.&lt;br /&gt;
The 5-m grid is great for fine detail close to the track but, as always, with an increase in detail comes a potential impact on performance. A mix of 10- and 5-m grids can be utilized: the 5-m grid used near the track where high detail is desirable, the 10-m grid in all other places. Implementing grid type is discussed elsewhere (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Ground_Types Ground Types]&amp;lt;/span&amp;gt;&#039;&#039;) but realize that the grid type is set independently for each [[baseboard]] and not some portion of a baseboard.  Only the &amp;lt;b&amp;gt;Paint&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tools are impacted by the grid size setting. &lt;br /&gt;
&lt;br /&gt;
With respect to the layout of a Route or Map, Trainz users tend to follow one of two models: the &#039;&#039;&#039;Linear&#039;&#039;&#039; model or the &#039;&#039;&#039;Area&#039;&#039;&#039; model.  Placement of [[baseboard]]s end to end allows the Linear model to develop long track runs with minimal effort. An excellent example is &amp;quot;Belarusian woodland&amp;quot; by Oleg Khim.  The Area model (a large map of many baseboard squares) takes more effort but can better render distant scenery.  Excellent examples of this style are &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; by jango and &amp;quot;Bodmin &amp;amp; Wenford Railway TRS2019&amp;quot; by marky7890. The two layouts styles are sometimes combined: area style layouts used for places of cities, dense industries, and complex train yards connected by long runs of linear style layouts. An example approaching this mixed style is &amp;quot;Coal Country&amp;quot; by Scratchy and &amp;quot;Rodnye Prostory - SND&amp;quot; by TrainzLagutin 1995.  Note that layout choice is independent of prototypical vs. imaginary route design. However, scenery choices will be influenced by the model you choose to employ.&lt;br /&gt;
&lt;br /&gt;
With the Linear model, the edge of the baseboard is always a short distance away from the track, dictating specific scenery choices to obscure this fact from the view of the train. The Area model is especially suitable to creating  mountainous country, such as depicted in &amp;quot;TRS19 Canadian Rocky Mountains - Viktor Lake to Ross Peak &amp;amp; Glacier&amp;quot; by RoysTrainz. Mountains that rise high above the track elevation require space to gain that elevation without displaying unreal slopes  and &amp;quot;TRS2019 Canadian Rocky Mountains Ottertail to Castle Jct&amp;quot; by RoysTrainz shows just how big a map is needed to provide massive mountain peaks. The Area model can also be used to compress a lot of track in a small baseboard set by separating track areas with tall features (hills or backdrops). This layout &amp;quot;folds&amp;quot; a Linear track into an Area layout following techniques used by model railroad builders/designers. &lt;br /&gt;
&lt;br /&gt;
===Edge of World ===&lt;br /&gt;
No matter the size of the layout developed, the reality is your world map will have an edge.  If a square or rectangular configuration of baseboards is maintained with expansion, this edge will simply appear as the end of the world so long as your viewpoint remains on the map. However, with the &amp;lt;b&amp;gt;Linear&amp;lt;/b&amp;gt; style especially, maintaining a rectangular or square map is not possible for routes of any size. On flat terrain, the view from close to the tracks can show the sides of baseboards at the margins in what has been dubbed the &amp;quot;world edge effect&amp;quot;. Fortunately, this problem can be reduced or avoided in a number of different ways. Here, we list the following aids to hide the &amp;quot;world edge&amp;quot;:&lt;br /&gt;
* behind scenery objects;&lt;br /&gt;
* behind backdrops or a &amp;quot;double rise&amp;quot; (topography);&lt;br /&gt;
* behind higher elevation topography (hills or mountains);&lt;br /&gt;
* by extending water (ocean or large lake) to the &amp;quot;horizon&amp;quot;.&lt;br /&gt;
Each is discussed below under the appropriate subject. &lt;br /&gt;
&lt;br /&gt;
= Hills and Valleys =&lt;br /&gt;
&lt;br /&gt;
Enhancing topography changes a flat baseboard into one with hills and valleys, opening up opportunities for road and railroad cuts, viaducts and bridges, and, of course, tunnels.  Varied topography establishes glimpses of the wider world as a train moves down the track.  Of course, a generally flat terrain is realistic for many parts of the world and certainly not a &#039;bad&#039; thing. Topography on a Route is developed using the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology tool]&#039;&#039;&#039;&amp;lt;/span&amp;gt; in Surveyor mode (correct term would be &amp;quot;topography&amp;quot;).  The top row in this tool menu has settings for &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;A&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.  These settings determine what the topography tool will do when applied to the surface of the map and a selection must be made before the tool will work. However, before applying, set the radius and sensitivity of the tool with the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Cursor radius &#039;+/-&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sensitivity &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dials, respectively.  The next row has additional settings, the most useful of which is on the right: the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting.  The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get height &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting appears to do nothing in Trainz2019. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Use height &#039;H&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting  sets the topography tool to draw the ground at the height setting entered in the box to the left. &lt;br /&gt;
&lt;br /&gt;
The process of creating a varied terrain starts by raising (and perhaps lowering) the ground surface using moderate radius and sensitivity settings. Practice using different settings for radius and sensitivity to develop skill in using this tool.  Once the basic terrain has been established, the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting can be an excellent smoothing tool.  Set the sensitivity high and the radius on however large an area is to be smoothed (best results are achieved using a high radius setting).  The Plateau setting uses the elevation at the tool center; moving it quickly over a limited area and regularly resetting the center point will change a rough surface into a smooth slope.  Again, practice  is necessary to acquire this skill.  Assuming your tracks are already in place, this setting (with radius set at small) allows you to bring slopes in close for realistic cuts or fills near the line. &lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Layout|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Coloring_(Painting)|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Object and Spline Assets =&lt;br /&gt;
Two types of assets exist in Trainz: &amp;lt;b&amp;gt;objects&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;splines&amp;lt;/b&amp;gt;.  In surveyor mode, scenery objects are added and manipulated using the Objects Menu reached by clicking on the &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt; tab. Tracks and objects directly related to tracks are dealt with separately under the &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; tab. For explanations on the various tools and settings provided see pages describing the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Objects_Tab Objects Tab]&amp;lt;/span&amp;gt; and &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Track_Tools Tracks Tab]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Spline Shadows===&lt;br /&gt;
Implementation of shadows cast by objects was one of the great steps forward made by Trainz to render a realistic GUI.  Certain objects, notably spline objects with a low profile (such as roads and tracks) should not, of course, cast a shadow. To avoid this problem, the spline must be set down tight against the ground; any gap between the spline and the ground will appear as a dark line (a shadow).  Spline objects conform to variations in slope as the spline is laid, but fixing the spline points (this changes the vertex from a white to a yellow rotating circle) with the &amp;lt;b&amp;gt;Adjust spline height &#039;H&amp;quot;&amp;lt;/b&amp;gt; setting in &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;Spline height &#039;H&#039; &amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;&#039;Spline mode &#039;S&#039;&amp;lt;/b&amp;gt; for &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt;) removes ground conforming between the points.  Small rises now bury the spline and small dips produce a shadow. On a perfectly level board, these particular problems do not occur, although many spline objects will still cast a shadow if not height adjust. The solution is to bring the spline segments back into close conformance with the ground. Two possible approaches &amp;amp;mdash;adjust the spline height or adjust the ground height&amp;amp;mdash;may both need to be utilized wherever on a Route the shadowing is clearly observable.&lt;br /&gt;
&lt;br /&gt;
A first step is to use the &amp;lt;b&amp;gt;&#039;Smooth spline &#039;S&#039;&amp;lt;/b&amp;gt; tool found in the &amp;lt;b&amp;gt;Advanced&amp;lt;/b&amp;gt; section of the Spline Mode menu (same tool is &amp;lt;b&amp;gt;Smooth spline height &#039;S&#039;&amp;lt;/b&amp;gt; in the advanced tools for &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt;). This tool corrects the terrain topography under the spline segment (section between two vertices) clicked on.  The spline is smoothed and the ground brought into conformance with the spline.  But this conformance may or may not eliminate a shadow, depending on the particular asset, as many are created to lie slightly above the ground. The next step is to apply the &amp;lt;b&amp;gt;&#039;Spline height &#039;H&#039;&amp;lt;/b&amp;gt; tool under Advanced )&amp;lt;b&amp;gt;Adjust spline height &#039;H&#039;&amp;lt;/b&amp;gt; for track splines), lowering the vertices while holding down the CTRL key (allows very fine adjustments).  Using the Smooth spline height tool may not be desirable in some situations, as it has an impact over topography some distance from the spline (may level the ground too far out from the road or track). In this case, the ground will need to be raised up to the spline to eliminate the shadow. The tool used is &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Topolgy&amp;lt;/b&amp;gt; menu, putting both Radius and Sensitivity on the absolute lowest settings. The &amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool may need to be employed to make adjustments.  Realize, both tools only operate if clicked on a grid vertex, having no effect if clicked away from a vertex. The tools raise or lower a vertex and the ground &amp;quot;follows&amp;quot; as a surface determined by the surrounding vertices.&lt;br /&gt;
&lt;br /&gt;
Achieving &amp;quot;no shadow&amp;quot; may be impossible in some small parts of a segment due to bending of the spline. Moving the spline point closer to a grid vertex may help. Using spline assets with &amp;quot;skirts&amp;quot; (for example, ballast in track splines) certainly makes the process easier as these have greater height latitude. Simply hiding conspicuous shadows with a grass asset or placing an object like a car on the shadow are other options.&lt;br /&gt;
&lt;br /&gt;
===Backdrops===&lt;br /&gt;
&#039;&#039;&#039;Backdrops&#039;&#039;&#039; are used to create the illusion of distant terrain, enabling builders to set up landscaped horizons such as mountains and cityscapes quicker and with less impact to the frame-rate. To achieve this, a backdrop has a much greater draw distance than other scenery assets so that it is visible from far away (5 km or ~5000 yds). Backdrops are valuable with layouts based on the &amp;lt;b&amp;gt;Linear Model&amp;lt;/b&amp;gt;, particularly where there is minimal topography (steppes and plains), obviating the need to add map squares to create a sense of distance beyond the tracks.  Even in &amp;lt;b&amp;gt;Area Model&amp;lt;/b&amp;gt; layouts backdrops can be used to great advantage, as is aptly demonstrated  by Jango in &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; in which distant villages are skillfully rendered by short backdrops.&lt;br /&gt;
&lt;br /&gt;
Backdrops are provided as either object assets or spline assets. Because these assets are relatively easy to create and typically designed for specific purposes to match the developer&#039;s route, backdrops available on the DLS vary widely in subject and quality. &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Content_ManagerSearch Search]&amp;lt;/span&amp;gt; for &amp;quot;backdrop&amp;quot; in the DLS for access to an extensive number of offerings.&lt;br /&gt;
&lt;br /&gt;
A form of backdrop labeled a &amp;quot;&amp;lt;b&amp;gt;double rise&amp;lt;/b&amp;gt;&amp;quot; is created with the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool. A low hill or objects (for example trees or buildings) are used close by the tracks to obscure the land immediately beyond, which is made to slope downward, then rise up to create the illusion of far distant mountains or hills. The illusion is accomplished by using no objects or small objects to represent very distant trees on the far rise.  Painting and topography also contribute by using muted colors tending to more purple shades.  An example of this approach can be seen in the MSP route &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot;, where a distant snow-capped range is actually much closer to the tracks than would be possible in a narrow layout. The dip between the tracks and the far rise is obscured from view taking away from the viewer cues normally present to assess distance.      &lt;br /&gt;
&lt;br /&gt;
= Coloring (Painting) =&lt;br /&gt;
Coloring the landscape (&amp;quot;ground texturing&amp;quot;) is accomplished with the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Paint_Tools Paint Tool]&amp;lt;/span&amp;gt;&#039;&#039;&#039; &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt; tool. This tool opens a display of all the of the &amp;quot;paints&amp;quot; or tiles residing locally on your computer.  Each combines colors and textures (in 2D) providing hundreds of possible choices for painting the ground.  This tool is a paint brush with the ability, after selecting a tile, of enlarging the tile image (&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture scale &#039;Ctrl [/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;) and changing the tile orientation &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture direction &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;).  The diameter of the brush tool is set by the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Radius &#039;-/+&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dial. A &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get texture &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool turns on a pointer that, when clicked on a painted location on the map, loads the tile in the brush. The loaded tile is shown in the square directly above the &amp;quot;Radius&amp;quot; dial. If you locate a tile by typing a word/name in the box above the tile display columns, the square displaying the loaded tile does not work if you then select a tile using the selection tool, even though the selected tile is likely loaded into the brush. We say &amp;quot;likely&amp;quot; because a painted area can become a combination of several different tiles, with certain tiles dominating the selection tool to the exclusion of what is displayed.&lt;br /&gt;
&lt;br /&gt;
Once a selected tile is loaded, the image can be painted across the terrain. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. To the right of the cloud preview window and boxes to select ambient, sun, and water color is a vertical slider. Clicking on the green dot at the bottom of the time dial turns the slider on for midday.  Now adjust the slider to set a proper brightness; too bright, and your color tile selections will look washed out.&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
[[File:10-m-grid.jpg|300px|left|Baseboard with grid-size of 10-m]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
===Grid Size Effect===&lt;br /&gt;
One reason to not over utilize the 5-m grid size on a layout is the little difference selecting 5-m over 10-m makes for all but limited areas on a Route. Consider just two tiles; say ballast laid along a track cutting through grass.  On a 10-m grid, the ballast tends to flare out in triangles (depending upon the track angle relative to the underlying grid) or not appearing under the track at all in other places.  In the figure at left, the interaction of dry grass tiles and ballast tiles along the track in the distance shows triangles of ballast at 10-m grid setting. On a 5-m grid, this effect is much reduced, similar to that seen along the track in the foreground of the figure.  The ballast is more easily constrained to the vicinity of the track and the line between grass and ballast can be made closer to an expected line parallel with the rails. In essence, a 5-m grid does permit more precision in painting the ground color/texture where multiple colors/textures are interacting. This precision appears to be the only real advantage gained at the expense of an enhanced cost to performance, suggesting careful consideration of which baseboards might really benefit from having a 5-m grid setting. In fairness, the adverse rendering of adjacent tile interaction on a 10-m grid is less noticeable at low angles and can be ameliorated somewhat by using tiles having less contrast. &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Picking tile colors ==&lt;br /&gt;
The number of choices of coloring tiles is large, easily in the hundreds. Picking a suitable tile or combination of tiles is first a matter of deciding what sort of ground you wish to portray. The basic categories are going to be: vegetation, rock, bare soil, and water. Vegetation is likely to occupy the largest area of the map, except in very dry climates (e.g., deserts, dominated by bare soil) and rocky areas with thin soils. Water is discussed in more detail below under &amp;quot;Water Features&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Initially, decide on a suitable &amp;quot;theme&amp;quot; color best representative of the location and type of terrain you intend to emphasize (say, dry grassland) and paint broad areas with this theme color.  The purpose here is to unify your rout&#039;s overall look. Of course, you might have more than one theme color if patches are typical or hills look different than valleys or plains.&lt;br /&gt;
&lt;br /&gt;
=== Tile basics ===&lt;br /&gt;
Coloring the map surface is done by spreading small tiles over the map grid. We call these &amp;quot;tiles&amp;quot; because each is a usually six-sided pattern that is repeated &amp;lt;i&amp;gt;ad infinitum&amp;lt;/i&amp;gt; as it is laid down (painted). On the 10-m grid, the tool places a tile diagonally (NW to SE or NE to SW) only centered on the yellow grid intersections. You can control the area covered by the tool (&amp;lt;b&amp;gt;Radius &amp;quot;-/+&amp;quot;&amp;lt;/b&amp;gt;) and the pattern size (&amp;lt;b&amp;gt;Texture scale &amp;quot;Ctrl [/]&amp;quot;&amp;lt;/b&amp;gt;)&amp;amp;mdash;this is not the area covered, but an enlargement of the actual pattern. Available tiles range from plain color to complex patterns mimicking ground textures of all sorts. Many of these are very good and others, not so good. Because the painting involves laying tiles one after the other, &amp;lt;b&amp;gt;secondary patterns&amp;lt;/b&amp;gt; are almost inevitable. The better texture tiles avoid this.  If a created tile is even a little darker in one part than elsewhere, a secondary pattern will appear. How troublesome these secondary patterns are depends upon the viewed distance. Viewed from the cab, chase, or lineside cameras, secondary patterning is not a huge problem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;						&amp;lt;!-- BEGIN Nav Buttons Table --&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=729&amp;gt;&amp;lt;span id=&amp;quot;stepLocation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=46&amp;gt;[[file:BackToTop.png|link=#top|alt=Top|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextUp.png|link=#Coloring_(Painting)|alt=Next Up|Top]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:NextDown.png|link=#Problems|alt=Next Down|Next Down]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=75&amp;gt;[[file:BackToBottom.png|link=#Trainz_Wiki|alt=Bottom|Bottom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
= Water Features =&lt;br /&gt;
Of all the various landforms one can create, water features hold the greatest potential for enhancing scenery along a Route. And water is superbly rendered using the water tools found in Surveyor &#039;&#039;&#039;Topology - Get height&#039;&#039;&#039;.  Three tools are provided: &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Add water &#039;W&#039;, Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. An input box for setting water surface height is provided.  The &#039;&#039;Add water&#039;&#039; tool paints a surface in the same manner as coloring, described above.  However, the water surface has unique properties, the most significant being it is transparent and reflective. Improvements in rendering of these properties with each successive Trainz version has certainly been a major contribution to making a realistic CGI.&lt;br /&gt;
&lt;br /&gt;
Painting water establishes a level surface at the setting in the &#039;&#039;water surface height&#039;&#039; box. Expanding this surface always maintains the same height as long as you begin painting from the existing surface (no need to adjust the setting).  The  &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool adjust the entire connected surface all at once, but does not change any other water surfaces on the map not connected to the one being adjusted. Thus, you can create a series of lakes at different elevations so long as the water surfaces of each are not connected. Determine this independence by selecting &amp;lt;b&amp;gt;Wireframe View&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Display Menu&amp;lt;/b&amp;gt; (or pressing &amp;lt;b&amp;gt;F9&amp;lt;/b&amp;gt;). This displays the baseboard in white and the water surface(s) in grey, removing all the painted surfaces.  Use the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool to disconnect close-by water surfaces that you wish to set to different heights. Working upstream of a long river, you can progressively raise the surface of segments at points with rapids, waterfalls, or dams. Just be sure the water surface is broken at these points. An oddity built into the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool is that if you hold down the Shift-Key while raising or lowering the water surface, the surface becomes bendy, going up or down within a limited area, no longer representing a level surface. If you bend it too much, it snaps back to a level surface at some new height. There must be a use for this?&lt;br /&gt;
&lt;br /&gt;
=== Water Color ===&lt;br /&gt;
Because the water surface is transparent, the color of the water feature and/or the nature of the bottom can be established by coloring the underlaying board surface. Creating muddy water or an algae-colored pond then becomes a matter of selecting an underlying color producing the desired result. The intensity of these underwater paints is controlled NOT by the distance between the water surface and the baseboard (water depth), but by distance from a shore. Over a baseboard without coloring, water has a color based on settings as described in the next paragraph; the board grid shows through for a distance up to about 40 m (130 ft) from a shore.  Beyond that, the bottom fades away (no matter how colored) and water color darkens. This property is one of the great improvements made between TRS2012 and TRS2019 versions. Essentially, realistic deep water is built in and need not be rendered by painting the bottom with progressively darker color or physically lowering the surface (which never worked anyway).  Thus, the offshore bottom need not be any deeper than the nearshore shoaling.  Ocean depths are not rendered by grid depth or coloring; you can bother to color or not color deep water bottom.  See &amp;quot;ocean and large lakes&amp;quot; below to learn how to tweak the color of deep water on your route. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. Here you can set the color of your water features (one setting sets all).  Make sure the time dial is pointing straight down (noon) and click on the green dot below it.  Selecting any dot turns on the tools that establish the color ambiance of the Route at the time of day represented by the position of the green dot, but starting with noon is most influential for the daylight hours. The three boxes to the right of the cloud preview determine what the color dials will influence; the bottom box is &amp;lt;b&amp;gt;water color&amp;lt;/b&amp;gt;. Selecting that box and then tweaking the red, green, and blue color dials allows setting water color over a wide range.  The vertical slider to right sets the overall brightness of the scene (not just water).  A well illustrated description of setting water color is found at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Water_Colour Environment Tools - Water Colour]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffb0 width=&amp;quot;750&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td width=&amp;quot;25&amp;quot;&amp;gt;[[file:PencilTips.PNG|link=]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Water Surface===&lt;br /&gt;
&lt;br /&gt;
In addition to transparency and reflectivity, the water surface in Trainz has a third unique property: that of water surface condition. Nine different &amp;quot;sea state&amp;quot; conditions are available under &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt;. Select &amp;lt;b&amp;gt;Environment&amp;lt;/b&amp;gt; (sun rising icon) and note &amp;lt;b&amp;gt;Water&amp;lt;/b&amp;gt; (2nd from bottom).  Click on the text window to produce a list of available options. If your water surface is showing behind the &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt; window, you will see instantly the effect of changing the water surface property from &amp;quot;glassy&amp;quot; through &amp;quot;rough&amp;quot;. The setting will apply to all the water surfaces created on your route, so you may have to compromise if you have both ocean and inland lake/pond water features. Click on &amp;quot;&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;&amp;quot; (top right)&amp;amp;mdash;your selection is saved and the window closed (see also &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Set_the_Water_Surface Environment Tools - Set Water Surface]&amp;lt;/span&amp;gt;).&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Two other choices (selected on the left) are &amp;lt;b&amp;gt;Environment -&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The water surface color is influenced by the sky. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rivers and Streams ===&lt;br /&gt;
Several options exist for rendering a river or stream on a route map. The most direct and perhaps easiest to create is a narrow, linear basin with a water surface. Painting the water surface confined by a topography of banks and detailed with appropriate bank and bottom coloring tiles produces a very satisfactory aquatic feature that can be lined with trees, shrubs, and/or grasses.  Important to remember in creating the course of the feature is to develop meanders and bends, minimizing long straight segments. &lt;br /&gt;
&lt;br /&gt;
In a landscape of topographic relief (mountainous), extending a linear feature with the level water surface may prove impractical, requiring that the water surface be broken up into unconnected segments that can rise step-like as the stream extends upslope.  A good example of how to &amp;quot;connect&amp;quot; these segments is provided in the MPS Route, &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot; where a wild river is depicted flowing from tributaries and lakes down to a coastal estuary. &lt;br /&gt;
&lt;br /&gt;
=== Ocean and large lakes ===&lt;br /&gt;
Sea coasts and large lakes are extensive water features extending out to a distant horizon.  Several baseboards out is sufficient, unless higher elevation views are anticipated (for example, a track laid well above the shore).  Because depth does not influence the appearance of the water body (see &amp;quot;water color&amp;quot; above), the ocean or lake baseboard  can be a level surface only a little below the water surface. Coloring the board is optional, except close to the shore where the map grid (&amp;quot;Grid (PBR)&amp;quot;) is visible.   If the &amp;quot;horizon&amp;quot;&amp;amp;mdash;the outermost baseboard&amp;amp;mdash;is kept to a line of baseboards oriented east-west or north-south, the appearance will be a natural one blending into the sky. However, if these horizon baseboards jog inward or outward, the sides of one or more baseboards (which are actually three dimensional blocks) will be seen (&amp;quot;World Edge&amp;quot; effect) from some points on the land. Pushing the horizon further out will reduce this obvious break in the horizon line to some degree, but not completely eliminate it. Placing a far shore (or another land) or an appropriate backdrop can solve this problem. &lt;br /&gt;
&lt;br /&gt;
It is possible to overcome the disappearance of bottom with distance from shore and, for example, create an offshore reef or shoal or just extensive shallow water with a unique bottom type or color.  Choose an area to create this and raise the bottom to just &amp;lt;u&amp;gt;above&amp;lt;/u&amp;gt; the water surface using the &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; tool set at low sensitivity. Then lower the area (&amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool) to just &amp;lt;u&amp;gt;below&amp;lt;/u&amp;gt; the water surface; the grid (or bottom color) will disappear. Now, click anywhere on the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool.  This has the effect of resetting the display relationship between the water surface and the bottom for the entire baseboard. The shoaled area, without any shore, will reappear and can be colored as sand or mud.  You can expand the shoal with the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool set at high sensitivity and wide radius. Although it may appear that nothing is happening as you do this, clicking the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool will reveal the change you are making. Switching to &amp;lt;b&amp;gt;Map View&amp;lt;/b&amp;gt; under the Camera Menu will show the bottom display as light blue for deep water (bottom not visible), light grey for visible but fading bottom, and dark grey (or some color if not &amp;quot;Grid (PBR)&amp;quot;) for shoal bottom.  Curiously, returning these areas to &amp;quot;deep water&amp;quot; will remove the shoal, but have no impact on the color scheme displayed in Map View (in Trainz Plus; could be adjusted in earlier Trainz builds).&lt;br /&gt;
&lt;br /&gt;
=Problems=&lt;br /&gt;
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*&amp;lt;i&amp;gt;.... List problems here&amp;lt;/i&amp;gt;&lt;br /&gt;
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&amp;lt;!--The paint &amp;quot;MineralWater3&amp;quot; produces an intense aquamarine with a pattern of waves. Other mostly white paints can mimic crashing waves or rough water. &amp;quot;ALWater 2&amp;quot; can mimic waves along a shore.--&amp;gt; &lt;br /&gt;
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Using the shortcut key, cap &#039;S&#039;, will crash the program in the latest version of &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt;.&lt;br /&gt;
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The &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; tool discussed above to set ambient brightness and water color&amp;lt;br&amp;gt;lacks a &amp;quot;save&amp;quot; button. To complete your actions and presumably &amp;quot;save&amp;quot; your settings,&amp;lt;br&amp;gt;you can only close the window. However, this action alone will &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; save your settings.&amp;lt;br&amp;gt;Before closing surveyor you must make some other change to the map board,&amp;lt;br&amp;gt;then save the session.&lt;br /&gt;
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=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
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[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30401</id>
		<title>How to Make Good Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30401"/>
		<updated>2021-10-05T21:21:54Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Adding Pware nav bottons (Mahalo Pware)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz aficionados are a diverse group with varied interests in one or more of the multiple aspects of this game.  Developing the scenery that surrounds the tracks is one such aspect, but one that only a few have really mastered.  This How-To page will introduce those interested in improving the look of their route to techniques they can learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For every route builder, the first consideration is achieving a scenery consistent with the landscape they are mimicking.  Choice of objects, particularly vegetation (types of trees, for example.), is perhaps primary but topography&amp;amp;mdash;creating the terrain of hills, mountains, gullies, etc.&amp;amp;mdash;is of equal importance and should be the starting point for a new route or expansion of an existing route.  Another rule requiring consideration is the &amp;quot;decrease detail with distance&amp;quot; rule. The computer will attempt to render everything you have added within a scene, a scene that is constantly moving with the train being operated. Great detail may be called for close to the track, but not at distances far from the track; details should decrease with distance on the premise that no one is really going to notice them, no matter how much fun they might be to create, and rendering them places a cost on performance.&lt;br /&gt;
&lt;br /&gt;
= Layout =&lt;br /&gt;
&lt;br /&gt;
The first thing to understand about layout of a Route is the &amp;lt;b&amp;gt;ground type&amp;lt;/b&amp;gt;. From TS2009 onward, Trainz releases have included two ground types:&lt;br /&gt;
* &#039;&#039;&#039;classic, 10-m grid&#039;&#039;&#039; - the original Trainz ground type and the default;&lt;br /&gt;
* &#039;&#039;&#039;classic, 5-m grid&#039;&#039;&#039; - ground type using the classic texturing technique, but storing four times the number of sample points.&lt;br /&gt;
The 5-m grid is great for fine detail close to the track but, as always, with an increase in detail comes a potential impact on performance. A mix of 10- and 5-m grids can be utilized: the 5-m grid used near the track where high detail is desirable, the 10-m grid in all other places. Implementing grid type is discussed elsewhere (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Ground_Types Ground Types]&amp;lt;/span&amp;gt;&#039;&#039;) but realize that the grid type is set independently for each [[baseboard]] and not some portion of a baseboard.  Only the &amp;lt;b&amp;gt;Paint&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tools are impacted by the grid size setting. &lt;br /&gt;
&lt;br /&gt;
With respect to the layout of a Route or Map, Trainz users tend to follow one of two models: the &#039;&#039;&#039;Linear&#039;&#039;&#039; model or the &#039;&#039;&#039;Area&#039;&#039;&#039; model.  Placement of [[baseboard]]s end to end allows the Linear model to develop long track runs with minimal effort. An excellent example is &amp;quot;Belarusian woodland&amp;quot; by Oleg Khim.  The Area model (a large map of many baseboard squares) takes more effort but can better render distant scenery.  Excellent examples of this style are &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; by jango and &amp;quot;Bodmin &amp;amp; Wenford Railway TRS2019&amp;quot; by marky7890. The two layouts styles are sometimes combined: area style layouts used for places of cities, dense industries, and complex train yards connected by long runs of linear style layouts. An example approaching this mixed style is &amp;quot;Coal Country&amp;quot; by Scratchy and &amp;quot;Rodnye Prostory - SND&amp;quot; by TrainzLagutin 1995.  Note that layout choice is independent of prototypical vs. imaginary route design. However, scenery choices will be influenced by the model you choose to employ.&lt;br /&gt;
&lt;br /&gt;
With the Linear model, the edge of the baseboard is always a short distance away from the track, dictating specific scenery choices to obscure this fact from the view of the train. The Area model is especially suitable to creating  mountainous country, such as depicted in &amp;quot;TRS19 Canadian Rocky Mountains - Viktor Lake to Ross Peak &amp;amp; Glacier&amp;quot; by RoysTrainz. Mountains that rise high above the track elevation require space to gain that elevation without displaying unreal slopes  and &amp;quot;TRS2019 Canadian Rocky Mountains Ottertail to Castle Jct&amp;quot; by RoysTrainz shows just how big a map is needed to provide massive mountain peaks. The Area model can also be used to compress a lot of track in a small baseboard set by separating track areas with tall features (hills or backdrops). This layout &amp;quot;folds&amp;quot; a Linear track into an Area layout following techniques used by model railroad builders/designers. &lt;br /&gt;
&lt;br /&gt;
===Edge of World ===&lt;br /&gt;
No matter the size of the layout developed, the reality is your world map will have an edge.  If a square or rectangular configuration of baseboards is maintained with expansion, this edge will simply appear as the end of the world so long as your viewpoint remains on the map. However, with the &amp;lt;b&amp;gt;Linear&amp;lt;/b&amp;gt; style especially, maintaining a rectangular or square map is not possible for routes of any size. On flat terrain, the view from close to the tracks can show the sides of baseboards at the margins in what has been dubbed the &amp;quot;world edge effect&amp;quot;. Fortunately, this problem can be reduced or avoided in a number of different ways. Here, we list the following aids to hide the &amp;quot;world edge&amp;quot;:&lt;br /&gt;
* behind scenery objects;&lt;br /&gt;
* behind backdrops or a &amp;quot;double rise&amp;quot; (topography);&lt;br /&gt;
* behind higher elevation topography (hills or mountains);&lt;br /&gt;
* by extending water (ocean or large lake) to the &amp;quot;horizon&amp;quot;.&lt;br /&gt;
Each is discussed below under the appropriate subject. &lt;br /&gt;
&lt;br /&gt;
= Hills and Valleys =&lt;br /&gt;
&lt;br /&gt;
Enhancing topography changes a flat baseboard into one with hills and valleys, opening up opportunities for road and railroad cuts, viaducts and bridges, and, of course, tunnels.  Varied topography establishes glimpses of the wider world as a train moves down the track.  Of course, a generally flat terrain is realistic for many parts of the world and certainly not a &#039;bad&#039; thing. Topography on a Route is developed using the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology tool]&#039;&#039;&#039;&amp;lt;/span&amp;gt; in Surveyor mode (correct term would be &amp;quot;topography&amp;quot;).  The top row in this tool menu has settings for &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;A&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.  These settings determine what the topography tool will do when applied to the surface of the map and a selection must be made before the tool will work. However, before applying, set the radius and sensitivity of the tool with the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Cursor radius &#039;+/-&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sensitivity &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dials, respectively.  The next row has additional settings, the most useful of which is on the right: the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting.  The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get height &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting appears to do nothing in Trainz2019. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Use height &#039;H&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting  sets the topography tool to draw the ground at the height setting entered in the box to the left. &lt;br /&gt;
&lt;br /&gt;
The process of creating a varied terrain starts by raising (and perhaps lowering) the ground surface using moderate radius and sensitivity settings. Practice using different settings for radius and sensitivity to develop skill in using this tool.  Once the basic terrain has been established, the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting can be an excellent smoothing tool.  Set the sensitivity high and the radius on however large an area is to be smoothed (best results are achieved using a high radius setting).  The Plateau setting uses the elevation at the tool center; moving it quickly over a limited area and regularly resetting the center point will change a rough surface into a smooth slope.  Again, practice  is necessary to acquire this skill.  Assuming your tracks are already in place, this setting (with radius set at small) allows you to bring slopes in close for realistic cuts or fills near the line. &lt;br /&gt;
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= Object and Spline Assets =&lt;br /&gt;
Two types of assets exist in Trainz: &amp;lt;b&amp;gt;objects&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;splines&amp;lt;/b&amp;gt;.  In surveyor mode, scenery objects are added and manipulated using the Objects Menu reached by clicking on the &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt; tab. Tracks and objects directly related to tracks are dealt with separately under the &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; tab. For explanations on the various tools and settings provided see pages describing the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Objects_Tab Objects Tab]&amp;lt;/span&amp;gt; and &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Track_Tools Tracks Tab]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Spline Shadows===&lt;br /&gt;
Implementation of shadows cast by objects was one of the great steps forward made by Trainz to render a realistic GUI.  Certain objects, notably spline objects with a low profile (such as roads and tracks) should not, of course, cast a shadow. To avoid this problem, the spline must be set down tight against the ground; any gap between the spline and the ground will appear as a dark line (a shadow).  Spline objects conform to variations in slope as the spline is laid, but fixing the spline points (this changes the vertex from a white to a yellow rotating circle) with the &amp;lt;b&amp;gt;Adjust spline height &#039;H&amp;quot;&amp;lt;/b&amp;gt; setting in &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;Spline height &#039;H&#039; &amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;&#039;Spline mode &#039;S&#039;&amp;lt;/b&amp;gt; for &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt;) removes ground conforming between the points.  Small rises now bury the spline and small dips produce a shadow. On a perfectly level board, these particular problems do not occur, although many spline objects will still cast a shadow if not height adjust. The solution is to bring the spline segments back into close conformance with the ground. Two possible approaches &amp;amp;mdash;adjust the spline height or adjust the ground height&amp;amp;mdash;may both need to be utilized wherever on a Route the shadowing is clearly observable.&lt;br /&gt;
&lt;br /&gt;
A first step is to use the &amp;lt;b&amp;gt;&#039;Smooth spline &#039;S&#039;&amp;lt;/b&amp;gt; tool found in the &amp;lt;b&amp;gt;Advanced&amp;lt;/b&amp;gt; section of the Spline Mode menu (same tool is &amp;lt;b&amp;gt;Smooth spline height &#039;S&#039;&amp;lt;/b&amp;gt; in the advanced tools for &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt;). This tool corrects the terrain topography under the spline segment (section between two vertices) clicked on.  The spline is smoothed and the ground brought into conformance with the spline.  But this conformance may or may not eliminate a shadow, depending on the particular asset, as many are created to lie slightly above the ground. The next step is to apply the &amp;lt;b&amp;gt;&#039;Spline height &#039;H&#039;&amp;lt;/b&amp;gt; tool under Advanced )&amp;lt;b&amp;gt;Adjust spline height &#039;H&#039;&amp;lt;/b&amp;gt; for track splines), lowering the vertices while holding down the CTRL key (allows very fine adjustments).  Using the Smooth spline height tool may not be desirable in some situations, as it has an impact over topography some distance from the spline (may level the ground too far out from the road or track). In this case, the ground will need to be raised up to the spline to eliminate the shadow. The tool used is &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Topolgy&amp;lt;/b&amp;gt; menu, putting both Radius and Sensitivity on the absolute lowest settings. The &amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool may need to be employed to make adjustments.  Realize, both tools only operate if clicked on a grid vertex, having no effect if clicked away from a vertex. The tools raise or lower a vertex and the ground &amp;quot;follows&amp;quot; as a surface determined by the surrounding vertices.&lt;br /&gt;
&lt;br /&gt;
Achieving &amp;quot;no shadow&amp;quot; may be impossible in some small parts of a segment due to bending of the spline. Moving the spline point closer to a grid vertex may help. Using spline assets with &amp;quot;skirts&amp;quot; (for example, ballast in track splines) certainly makes the process easier as these have greater height latitude. Simply hiding conspicuous shadows with a grass asset or placing an object like a car on the shadow are other options.&lt;br /&gt;
&lt;br /&gt;
===Backdrops===&lt;br /&gt;
&#039;&#039;&#039;Backdrops&#039;&#039;&#039; are used to create the illusion of distant terrain, enabling builders to set up landscaped horizons such as mountains and cityscapes quicker and with less impact to the frame-rate. To achieve this, a backdrop has a much greater draw distance than other scenery assets so that it is visible from far away (5 km or ~5000 yds). Backdrops are valuable with layouts based on the &amp;lt;b&amp;gt;Linear Model&amp;lt;/b&amp;gt;, particularly where there is minimal topography (steppes and plains), obviating the need to add map squares to create a sense of distance beyond the tracks.  Even in &amp;lt;b&amp;gt;Area Model&amp;lt;/b&amp;gt; layouts backdrops can be used to great advantage, as is aptly demonstrated  by Jango in &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; in which distant villages are skillfully rendered by short backdrops.&lt;br /&gt;
&lt;br /&gt;
Backdrops are provided as either object assets or spline assets. Because these assets are relatively easy to create and typically designed for specific purposes to match the developer&#039;s route, backdrops available on the DLS vary widely in subject and quality. &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Content_ManagerSearch Search]&amp;lt;/span&amp;gt; for &amp;quot;backdrop&amp;quot; in the DLS for access to an extensive number of offerings.&lt;br /&gt;
&lt;br /&gt;
A form of backdrop labeled a &amp;quot;&amp;lt;b&amp;gt;double rise&amp;lt;/b&amp;gt;&amp;quot; is created with the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool. A low hill or objects (for example trees or buildings) are used close by the tracks to obscure the land immediately beyond, which is made to slope downward, then rise up to create the illusion of far distant mountains or hills. The illusion is accomplished by using no objects or small objects to represent very distant trees on the far rise.  Painting and topography also contribute by using muted colors tending to more purple shades.  An example of this approach can be seen in the MSP route &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot;, where a distant snow-capped range is actually much closer to the tracks than would be possible in a narrow layout. The dip between the tracks and the far rise is obscured from view taking away from the viewer cues normally present to assess distance.      &lt;br /&gt;
&lt;br /&gt;
= Coloring (Painting) =&lt;br /&gt;
Coloring the landscape (&amp;quot;ground texturing&amp;quot;) is accomplished with the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Paint_Tools Paint Tool]&amp;lt;/span&amp;gt;&#039;&#039;&#039; &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt; tool. This tool opens a display of all the of the &amp;quot;paints&amp;quot; or tiles residing locally on your computer.  Each combines colors and textures (in 2D) providing hundreds of possible choices for painting the ground.  This tool is a paint brush with the ability, after selecting a tile, of enlarging the tile image (&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture scale &#039;Ctrl [/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;) and changing the tile orientation &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture direction &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;).  The diameter of the brush tool is set by the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Radius &#039;-/+&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dial. A &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get texture &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool turns on a pointer that, when clicked on a painted location on the map, loads the tile in the brush. The loaded tile is shown in the square directly above the &amp;quot;Radius&amp;quot; dial. If you locate a tile by typing a word/name in the box above the tile display columns, the square displaying the loaded tile does not work if you then select a tile using the selection tool, even though the selected tile is likely loaded into the brush. We say &amp;quot;likely&amp;quot; because a painted area can become a combination of several different tiles, with certain tiles dominating the selection tool to the exclusion of what is displayed.&lt;br /&gt;
&lt;br /&gt;
Once a selected tile is loaded, the image can be painted across the terrain. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. To the right of the cloud preview window and boxes to select ambient, sun, and water color is a vertical slider. Clicking on the green dot at the bottom of the time dial turns the slider on for midday.  Now adjust the slider to set a proper brightness; too bright, and your color tile selections will look washed out.&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
[[File:10-m-grid.jpg|300px|left|Baseboard with grid-size of 10-m]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
===Grid Size Effect===&lt;br /&gt;
One reason to not over utilize the 5-m grid size on a layout is the little difference selecting 5-m over 10-m makes for all but limited areas on a Route. Consider just two tiles; say ballast laid along a track cutting through grass.  On a 10-m grid, the ballast tends to flare out in triangles (depending upon the track angle relative to the underlying grid) or not appearing under the track at all in other places.  In the figure at left, the interaction of dry grass tiles and ballast tiles along the track in the distance shows triangles of ballast at 10-m grid setting. On a 5-m grid, this effect is much reduced, similar to that seen along the track in the foreground of the figure.  The ballast is more easily constrained to the vicinity of the track and the line between grass and ballast can be made closer to an expected line parallel with the rails. In essence, a 5-m grid does permit more precision in painting the ground color/texture where multiple colors/textures are interacting. This precision appears to be the only real advantage gained at the expense of an enhanced cost to performance, suggesting careful consideration of which baseboards might really benefit from having a 5-m grid setting. In fairness, the adverse rendering of adjacent tile interaction on a 10-m grid is less noticeable at low angles and can be ameliorated somewhat by using tiles having less contrast. &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Picking tile colors ==&lt;br /&gt;
The number of choices of coloring tiles is large, easily in the hundreds. Picking a suitable tile or combination of tiles is first a matter of deciding what sort of ground you wish to portray. The basic categories are going to be: vegetation, rock, bare soil, and water. Vegetation is likely to occupy the largest area of the map, except in very dry climates (e.g., deserts, dominated by bare soil) and rocky areas with thin soils. Water is discussed in more detail below under &amp;quot;Water Features&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Initially, decide on a suitable &amp;quot;theme&amp;quot; color best representative of the location and type of terrain you intend to emphasize (say, dry grassland) and paint broad areas with this theme color.  The purpose here is to unify your rout&#039;s overall look. Of course, you might have more than one theme color if patches are typical or hills look different than valleys or plains.&lt;br /&gt;
&lt;br /&gt;
=== Tile basics ===&lt;br /&gt;
Coloring the map surface is done by spreading small tiles over the map grid. We call these &amp;quot;tiles&amp;quot; because each is a usually six-sided pattern that is repeated &amp;lt;i&amp;gt;ad infinitum&amp;lt;/i&amp;gt; as it is laid down (painted). On the 10-m grid, the tool places a tile diagonally (NW to SE or NE to SW) only centered on the yellow grid intersections. You can control the area covered by the tool (&amp;lt;b&amp;gt;Radius &amp;quot;-/+&amp;quot;&amp;lt;/b&amp;gt;) and the pattern size (&amp;lt;b&amp;gt;Texture scale &amp;quot;Ctrl [/]&amp;quot;&amp;lt;/b&amp;gt;)&amp;amp;mdash;this is not the area covered, but an enlargement of the actual pattern. Available tiles range from plain color to complex patterns mimicking ground textures of all sorts. Many of these are very good and others, not so good. Because the painting involves laying tiles one after the other, &amp;lt;b&amp;gt;secondary patterns&amp;lt;/b&amp;gt; are almost inevitable. The better texture tiles avoid this.  If a created tile is even a little darker in one part than elsewhere, a secondary pattern will appear. How troublesome these secondary patterns are depends upon the viewed distance. Viewed from the cab, chase, or lineside cameras, secondary patterning is not a huge problem.&lt;br /&gt;
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= Water Features =&lt;br /&gt;
Of all the various landforms one can create, water features hold the greatest potential for enhancing scenery along a Route. And water is superbly rendered using the water tools found in Surveyor &#039;&#039;&#039;Topology - Get height&#039;&#039;&#039;.  Three tools are provided: &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Add water &#039;W&#039;, Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. An input box for setting water surface height is provided.  The &#039;&#039;Add water&#039;&#039; tool paints a surface in the same manner as coloring, described above.  However, the water surface has unique properties, the most significant being it is transparent and reflective. Improvements in rendering of these properties with each successive Trainz version has certainly been a major contribution to making a realistic CGI.&lt;br /&gt;
&lt;br /&gt;
Painting water establishes a level surface at the setting in the &#039;&#039;water surface height&#039;&#039; box. Expanding this surface always maintains the same height as long as you begin painting from the existing surface (no need to adjust the setting).  The  &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool adjust the entire connected surface all at once, but does not change any other water surfaces on the map not connected to the one being adjusted. Thus, you can create a series of lakes at different elevations so long as the water surfaces of each are not connected. Determine this independence by selecting &amp;lt;b&amp;gt;Wireframe View&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Display Menu&amp;lt;/b&amp;gt; (or pressing &amp;lt;b&amp;gt;F9&amp;lt;/b&amp;gt;). This displays the baseboard in white and the water surface(s) in grey, removing all the painted surfaces.  Use the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool to disconnect close-by water surfaces that you wish to set to different heights. Working upstream of a long river, you can progressively raise the surface of segments at points with rapids, waterfalls, or dams. Just be sure the water surface is broken at these points. An oddity built into the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool is that if you hold down the Shift-Key while raising or lowering the water surface, the surface becomes bendy, going up or down within a limited area, no longer representing a level surface. If you bend it too much, it snaps back to a level surface at some new height. There must be a use for this?&lt;br /&gt;
&lt;br /&gt;
=== Water Color ===&lt;br /&gt;
Because the water surface is transparent, the color of the water feature and/or the nature of the bottom can be established by coloring the underlaying board surface. Creating muddy water or an algae-colored pond then becomes a matter of selecting an underlying color producing the desired result. The intensity of these underwater paints is controlled NOT by the distance between the water surface and the baseboard (water depth), but by distance from a shore. Over a baseboard without coloring, water has a color based on settings as described in the next paragraph; the board grid shows through for a distance up to about 40 m (130 ft) from a shore.  Beyond that, the bottom fades away (no matter how colored) and water color darkens. This property is one of the great improvements made between TRS2012 and TRS2019 versions. Essentially, realistic deep water is built in and need not be rendered by painting the bottom with progressively darker color or physically lowering the surface (which never worked anyway).  Thus, the offshore bottom need not be any deeper than the nearshore shoaling.  Ocean depths are not rendered by grid depth or coloring; you can bother to color or not color deep water bottom.  See &amp;quot;ocean and large lakes&amp;quot; below to learn how to tweak the color of deep water on your route. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. Here you can set the color of your water features (one setting sets all).  Make sure the time dial is pointing straight down (noon) and click on the green dot below it.  Selecting any dot turns on the tools that establish the color ambiance of the Route at the time of day represented by the position of the green dot, but starting with noon is most influential for the daylight hours. The three boxes to the right of the cloud preview determine what the color dials will influence; the bottom box is &amp;lt;b&amp;gt;water color&amp;lt;/b&amp;gt;. Selecting that box and then tweaking the red, green, and blue color dials allows setting water color over a wide range.  The vertical slider to right sets the overall brightness of the scene (not just water).  A well illustrated description of setting water color is found at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Water_Colour Environment Tools - Water Colour]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Water Surface===&lt;br /&gt;
&lt;br /&gt;
In addition to transparency and reflectivity, the water surface in Trainz has a third unique property: that of water surface condition. Nine different &amp;quot;sea state&amp;quot; conditions are available under &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt;. Select &amp;lt;b&amp;gt;Environment&amp;lt;/b&amp;gt; (sun rising icon) and note &amp;lt;b&amp;gt;Water&amp;lt;/b&amp;gt; (2nd from bottom).  Click on the text window to produce a list of available options. If your water surface is showing behind the &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt; window, you will see instantly the effect of changing the water surface property from &amp;quot;glassy&amp;quot; through &amp;quot;rough&amp;quot;. The setting will apply to all the water surfaces created on your route, so you may have to compromise if you have both ocean and inland lake/pond water features. Click on &amp;quot;&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;&amp;quot; (top right)&amp;amp;mdash;your selection is saved and the window closed (see also &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Set_the_Water_Surface Environment Tools - Set Water Surface]&amp;lt;/span&amp;gt;).&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Two other choices (selected on the left) are &amp;lt;b&amp;gt;Environment -&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The water surface color is influenced by the sky. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rivers and Streams ===&lt;br /&gt;
Several options exist for rendering a river or stream on a route map. The most direct and perhaps easiest to create is a narrow, linear basin with a water surface. Painting the water surface confined by a topography of banks and detailed with appropriate bank and bottom coloring tiles produces a very satisfactory aquatic feature that can be lined with trees, shrubs, and/or grasses.  Important to remember in creating the course of the feature is to develop meanders and bends, minimizing long straight segments. &lt;br /&gt;
&lt;br /&gt;
In a landscape of topographic relief (mountainous), extending a linear feature with the level water surface may prove impractical, requiring that the water surface be broken up into unconnected segments that can rise step-like as the stream extends upslope.  A good example of how to &amp;quot;connect&amp;quot; these segments is provided in the MPS Route, &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot; where a wild river is depicted flowing from tributaries and lakes down to a coastal estuary. &lt;br /&gt;
&lt;br /&gt;
=== Ocean and large lakes ===&lt;br /&gt;
Sea coasts and large lakes are extensive water features extending out to a distant horizon.  Several baseboards out is sufficient, unless higher elevation views are anticipated (for example, a track laid well above the shore).  Because depth does not influence the appearance of the water body (see &amp;quot;water color&amp;quot; above), the ocean or lake baseboard  can be a level surface only a little below the water surface. Coloring the board is optional, except close to the shore where the map grid (&amp;quot;Grid (PBR)&amp;quot;) is visible.   If the &amp;quot;horizon&amp;quot;&amp;amp;mdash;the outermost baseboard&amp;amp;mdash;is kept to a line of baseboards oriented east-west or north-south, the appearance will be a natural one blending into the sky. However, if these horizon baseboards jog inward or outward, the sides of one or more baseboards (which are actually three dimensional blocks) will be seen (&amp;quot;World Edge&amp;quot; effect) from some points on the land. Pushing the horizon further out will reduce this obvious break in the horizon line to some degree, but not completely eliminate it. Placing a far shore (or another land) or an appropriate backdrop can solve this problem. &lt;br /&gt;
&lt;br /&gt;
It is possible to overcome the disappearance of bottom with distance from shore and, for example, create an offshore reef or shoal or just extensive shallow water with a unique bottom type or color.  Choose an area to create this and raise the bottom to just &amp;lt;u&amp;gt;above&amp;lt;/u&amp;gt; the water surface using the &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; tool set at low sensitivity. Then lower the area (&amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool) to just &amp;lt;u&amp;gt;below&amp;lt;/u&amp;gt; the water surface; the grid (or bottom color) will disappear. Now, click anywhere on the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool.  This has the effect of resetting the display relationship between the water surface and the bottom for the entire baseboard. The shoaled area, without any shore, will reappear and can be colored as sand or mud.  You can expand the shoal with the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool set at high sensitivity and wide radius. Although it may appear that nothing is happening as you do this, clicking the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool will reveal the change you are making. Switching to &amp;lt;b&amp;gt;Map View&amp;lt;/b&amp;gt; under the Camera Menu will show the bottom display as light blue for deep water (bottom not visible), light grey for visible but fading bottom, and dark grey (or some color if not &amp;quot;Grid (PBR)&amp;quot;) for shoal bottom.  Curiously, returning these areas to &amp;quot;deep water&amp;quot; will remove the shoal, but have no impact on the color scheme displayed in Map View (in Trainz Plus; could be adjusted in earlier Trainz builds).&lt;br /&gt;
&lt;br /&gt;
=Problems=&lt;br /&gt;
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*&amp;lt;i&amp;gt;.... List problems here&amp;lt;/i&amp;gt;&lt;br /&gt;
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&amp;lt;!--The paint &amp;quot;MineralWater3&amp;quot; produces an intense aquamarine with a pattern of waves. Other mostly white paints can mimic crashing waves or rough water. &amp;quot;ALWater 2&amp;quot; can mimic waves along a shore.--&amp;gt; &lt;br /&gt;
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Using the shortcut key, cap &#039;S&#039;, will crash the program in the latest version of &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt;.&lt;br /&gt;
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The &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; tool discussed above to set ambient brightness and water color&amp;lt;br&amp;gt;lacks a &amp;quot;save&amp;quot; button. To complete your actions and presumably &amp;quot;save&amp;quot; your settings,&amp;lt;br&amp;gt;you can only close the window. However, this action alone will &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; save your settings.&amp;lt;br&amp;gt;Before closing surveyor you must make some other change to the map board,&amp;lt;br&amp;gt;then save the session.&lt;br /&gt;
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=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
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[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30400</id>
		<title>How to Make Good Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30400"/>
		<updated>2021-10-05T21:07:31Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: format bug table&lt;/p&gt;
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&lt;div&gt;Trainz aficionados are a diverse group with varied interests in one or more of the multiple aspects of this game.  Developing the scenery that surrounds the tracks is one such aspect, but one that only a few have really mastered.  This How-To page will introduce those interested in improving the look of their route to techniques they can learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
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For every route builder, the first consideration is achieving a scenery consistent with the landscape they are mimicking.  Choice of objects, particularly vegetation (types of trees, for example.), is perhaps primary but topography&amp;amp;mdash;creating the terrain of hills, mountains, gullies, etc.&amp;amp;mdash;is of equal importance and should be the starting point for a new route or expansion of an existing route.  Another rule requiring consideration is the &amp;quot;decrease detail with distance&amp;quot; rule. The computer will attempt to render everything you have added within a scene, a scene that is constantly moving with the train being operated. Great detail may be called for close to the track, but not at distances far from the track; details should decrease with distance on the premise that no one is really going to notice them, no matter how much fun they might be to create, and rendering them places a cost on performance.&lt;br /&gt;
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= Layout =&lt;br /&gt;
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The first thing to understand about layout of a Route is the &amp;lt;b&amp;gt;ground type&amp;lt;/b&amp;gt;. From TS2009 onward, Trainz releases have included two ground types:&lt;br /&gt;
* &#039;&#039;&#039;classic, 10-m grid&#039;&#039;&#039; - the original Trainz ground type and the default;&lt;br /&gt;
* &#039;&#039;&#039;classic, 5-m grid&#039;&#039;&#039; - ground type using the classic texturing technique, but storing four times the number of sample points.&lt;br /&gt;
The 5-m grid is great for fine detail close to the track but, as always, with an increase in detail comes a potential impact on performance. A mix of 10- and 5-m grids can be utilized: the 5-m grid used near the track where high detail is desirable, the 10-m grid in all other places. Implementing grid type is discussed elsewhere (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Ground_Types Ground Types]&amp;lt;/span&amp;gt;&#039;&#039;) but realize that the grid type is set independently for each [[baseboard]] and not some portion of a baseboard.  Only the &amp;lt;b&amp;gt;Paint&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tools are impacted by the grid size setting. &lt;br /&gt;
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With respect to the layout of a Route or Map, Trainz users tend to follow one of two models: the &#039;&#039;&#039;Linear&#039;&#039;&#039; model or the &#039;&#039;&#039;Area&#039;&#039;&#039; model.  Placement of [[baseboard]]s end to end allows the Linear model to develop long track runs with minimal effort. An excellent example is &amp;quot;Belarusian woodland&amp;quot; by Oleg Khim.  The Area model (a large map of many baseboard squares) takes more effort but can better render distant scenery.  Excellent examples of this style are &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; by jango and &amp;quot;Bodmin &amp;amp; Wenford Railway TRS2019&amp;quot; by marky7890. The two layouts styles are sometimes combined: area style layouts used for places of cities, dense industries, and complex train yards connected by long runs of linear style layouts. An example approaching this mixed style is &amp;quot;Coal Country&amp;quot; by Scratchy and &amp;quot;Rodnye Prostory - SND&amp;quot; by TrainzLagutin 1995.  Note that layout choice is independent of prototypical vs. imaginary route design. However, scenery choices will be influenced by the model you choose to employ.&lt;br /&gt;
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With the Linear model, the edge of the baseboard is always a short distance away from the track, dictating specific scenery choices to obscure this fact from the view of the train. The Area model is especially suitable to creating  mountainous country, such as depicted in &amp;quot;TRS19 Canadian Rocky Mountains - Viktor Lake to Ross Peak &amp;amp; Glacier&amp;quot; by RoysTrainz. Mountains that rise high above the track elevation require space to gain that elevation without displaying unreal slopes  and &amp;quot;TRS2019 Canadian Rocky Mountains Ottertail to Castle Jct&amp;quot; by RoysTrainz shows just how big a map is needed to provide massive mountain peaks. The Area model can also be used to compress a lot of track in a small baseboard set by separating track areas with tall features (hills or backdrops). This layout &amp;quot;folds&amp;quot; a Linear track into an Area layout following techniques used by model railroad builders/designers. &lt;br /&gt;
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===Edge of World ===&lt;br /&gt;
No matter the size of the layout developed, the reality is your world map will have an edge.  If a square or rectangular configuration of baseboards is maintained with expansion, this edge will simply appear as the end of the world so long as your viewpoint remains on the map. However, with the &amp;lt;b&amp;gt;Linear&amp;lt;/b&amp;gt; style especially, maintaining a rectangular or square map is not possible for routes of any size. On flat terrain, the view from close to the tracks can show the sides of baseboards at the margins in what has been dubbed the &amp;quot;world edge effect&amp;quot;. Fortunately, this problem can be reduced or avoided in a number of different ways. Here, we list the following aids to hide the &amp;quot;world edge&amp;quot;:&lt;br /&gt;
* behind scenery objects;&lt;br /&gt;
* behind backdrops or a &amp;quot;double rise&amp;quot; (topography);&lt;br /&gt;
* behind higher elevation topography (hills or mountains);&lt;br /&gt;
* by extending water (ocean or large lake) to the &amp;quot;horizon&amp;quot;.&lt;br /&gt;
Each is discussed below under the appropriate subject. &lt;br /&gt;
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= Hills and Valleys =&lt;br /&gt;
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Enhancing topography changes a flat baseboard into one with hills and valleys, opening up opportunities for road and railroad cuts, viaducts and bridges, and, of course, tunnels.  Varied topography establishes glimpses of the wider world as a train moves down the track.  Of course, a generally flat terrain is realistic for many parts of the world and certainly not a &#039;bad&#039; thing. Topography on a Route is developed using the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology tool]&#039;&#039;&#039;&amp;lt;/span&amp;gt; in Surveyor mode (correct term would be &amp;quot;topography&amp;quot;).  The top row in this tool menu has settings for &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;A&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.  These settings determine what the topography tool will do when applied to the surface of the map and a selection must be made before the tool will work. However, before applying, set the radius and sensitivity of the tool with the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Cursor radius &#039;+/-&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sensitivity &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dials, respectively.  The next row has additional settings, the most useful of which is on the right: the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting.  The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get height &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting appears to do nothing in Trainz2019. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Use height &#039;H&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting  sets the topography tool to draw the ground at the height setting entered in the box to the left. &lt;br /&gt;
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The process of creating a varied terrain starts by raising (and perhaps lowering) the ground surface using moderate radius and sensitivity settings. Practice using different settings for radius and sensitivity to develop skill in using this tool.  Once the basic terrain has been established, the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting can be an excellent smoothing tool.  Set the sensitivity high and the radius on however large an area is to be smoothed (best results are achieved using a high radius setting).  The Plateau setting uses the elevation at the tool center; moving it quickly over a limited area and regularly resetting the center point will change a rough surface into a smooth slope.  Again, practice  is necessary to acquire this skill.  Assuming your tracks are already in place, this setting (with radius set at small) allows you to bring slopes in close for realistic cuts or fills near the line. &lt;br /&gt;
  &lt;br /&gt;
= Object and Spline Assets =&lt;br /&gt;
Two types of assets exist in Trainz: &amp;lt;b&amp;gt;objects&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;splines&amp;lt;/b&amp;gt;.  In surveyor mode, scenery objects are added and manipulated using the Objects Menu reached by clicking on the &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt; tab. Tracks and objects directly related to tracks are dealt with separately under the &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; tab. For explanations on the various tools and settings provided see pages describing the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Objects_Tab Objects Tab]&amp;lt;/span&amp;gt; and &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Track_Tools Tracks Tab]&amp;lt;/span&amp;gt;.&lt;br /&gt;
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===Spline Shadows===&lt;br /&gt;
Implementation of shadows cast by objects was one of the great steps forward made by Trainz to render a realistic GUI.  Certain objects, notably spline objects with a low profile (such as roads and tracks) should not, of course, cast a shadow. To avoid this problem, the spline must be set down tight against the ground; any gap between the spline and the ground will appear as a dark line (a shadow).  Spline objects conform to variations in slope as the spline is laid, but fixing the spline points (this changes the vertex from a white to a yellow rotating circle) with the &amp;lt;b&amp;gt;Adjust spline height &#039;H&amp;quot;&amp;lt;/b&amp;gt; setting in &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;Spline height &#039;H&#039; &amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;&#039;Spline mode &#039;S&#039;&amp;lt;/b&amp;gt; for &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt;) removes ground conforming between the points.  Small rises now bury the spline and small dips produce a shadow. On a perfectly level board, these particular problems do not occur, although many spline objects will still cast a shadow if not height adjust. The solution is to bring the spline segments back into close conformance with the ground. Two possible approaches &amp;amp;mdash;adjust the spline height or adjust the ground height&amp;amp;mdash;may both need to be utilized wherever on a Route the shadowing is clearly observable.&lt;br /&gt;
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A first step is to use the &amp;lt;b&amp;gt;&#039;Smooth spline &#039;S&#039;&amp;lt;/b&amp;gt; tool found in the &amp;lt;b&amp;gt;Advanced&amp;lt;/b&amp;gt; section of the Spline Mode menu (same tool is &amp;lt;b&amp;gt;Smooth spline height &#039;S&#039;&amp;lt;/b&amp;gt; in the advanced tools for &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt;). This tool corrects the terrain topography under the spline segment (section between two vertices) clicked on.  The spline is smoothed and the ground brought into conformance with the spline.  But this conformance may or may not eliminate a shadow, depending on the particular asset, as many are created to lie slightly above the ground. The next step is to apply the &amp;lt;b&amp;gt;&#039;Spline height &#039;H&#039;&amp;lt;/b&amp;gt; tool under Advanced )&amp;lt;b&amp;gt;Adjust spline height &#039;H&#039;&amp;lt;/b&amp;gt; for track splines), lowering the vertices while holding down the CTRL key (allows very fine adjustments).  Using the Smooth spline height tool may not be desirable in some situations, as it has an impact over topography some distance from the spline (may level the ground too far out from the road or track). In this case, the ground will need to be raised up to the spline to eliminate the shadow. The tool used is &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Topolgy&amp;lt;/b&amp;gt; menu, putting both Radius and Sensitivity on the absolute lowest settings. The &amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool may need to be employed to make adjustments.  Realize, both tools only operate if clicked on a grid vertex, having no effect if clicked away from a vertex. The tools raise or lower a vertex and the ground &amp;quot;follows&amp;quot; as a surface determined by the surrounding vertices.&lt;br /&gt;
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Achieving &amp;quot;no shadow&amp;quot; may be impossible in some small parts of a segment due to bending of the spline. Moving the spline point closer to a grid vertex may help. Using spline assets with &amp;quot;skirts&amp;quot; (for example, ballast in track splines) certainly makes the process easier as these have greater height latitude. Simply hiding conspicuous shadows with a grass asset or placing an object like a car on the shadow are other options.&lt;br /&gt;
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===Backdrops===&lt;br /&gt;
&#039;&#039;&#039;Backdrops&#039;&#039;&#039; are used to create the illusion of distant terrain, enabling builders to set up landscaped horizons such as mountains and cityscapes quicker and with less impact to the frame-rate. To achieve this, a backdrop has a much greater draw distance than other scenery assets so that it is visible from far away (5 km or ~5000 yds). Backdrops are valuable with layouts based on the &amp;lt;b&amp;gt;Linear Model&amp;lt;/b&amp;gt;, particularly where there is minimal topography (steppes and plains), obviating the need to add map squares to create a sense of distance beyond the tracks.  Even in &amp;lt;b&amp;gt;Area Model&amp;lt;/b&amp;gt; layouts backdrops can be used to great advantage, as is aptly demonstrated  by Jango in &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; in which distant villages are skillfully rendered by short backdrops.&lt;br /&gt;
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Backdrops are provided as either object assets or spline assets. Because these assets are relatively easy to create and typically designed for specific purposes to match the developer&#039;s route, backdrops available on the DLS vary widely in subject and quality. &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Content_ManagerSearch Search]&amp;lt;/span&amp;gt; for &amp;quot;backdrop&amp;quot; in the DLS for access to an extensive number of offerings.&lt;br /&gt;
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A form of backdrop labeled a &amp;quot;&amp;lt;b&amp;gt;double rise&amp;lt;/b&amp;gt;&amp;quot; is created with the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool. A low hill or objects (for example trees or buildings) are used close by the tracks to obscure the land immediately beyond, which is made to slope downward, then rise up to create the illusion of far distant mountains or hills. The illusion is accomplished by using no objects or small objects to represent very distant trees on the far rise.  Painting and topography also contribute by using muted colors tending to more purple shades.  An example of this approach can be seen in the MSP route &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot;, where a distant snow-capped range is actually much closer to the tracks than would be possible in a narrow layout. The dip between the tracks and the far rise is obscured from view taking away from the viewer cues normally present to assess distance.      &lt;br /&gt;
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= Coloring (Painting) =&lt;br /&gt;
Coloring the landscape (&amp;quot;ground texturing&amp;quot;) is accomplished with the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Paint_Tools Paint Tool]&amp;lt;/span&amp;gt;&#039;&#039;&#039; &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt; tool. This tool opens a display of all the of the &amp;quot;paints&amp;quot; or tiles residing locally on your computer.  Each combines colors and textures (in 2D) providing hundreds of possible choices for painting the ground.  This tool is a paint brush with the ability, after selecting a tile, of enlarging the tile image (&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture scale &#039;Ctrl [/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;) and changing the tile orientation &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture direction &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;).  The diameter of the brush tool is set by the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Radius &#039;-/+&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dial. A &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get texture &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool turns on a pointer that, when clicked on a painted location on the map, loads the tile in the brush. The loaded tile is shown in the square directly above the &amp;quot;Radius&amp;quot; dial. If you locate a tile by typing a word/name in the box above the tile display columns, the square displaying the loaded tile does not work if you then select a tile using the selection tool, even though the selected tile is likely loaded into the brush. We say &amp;quot;likely&amp;quot; because a painted area can become a combination of several different tiles, with certain tiles dominating the selection tool to the exclusion of what is displayed.&lt;br /&gt;
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Once a selected tile is loaded, the image can be painted across the terrain. &lt;br /&gt;
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Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. To the right of the cloud preview window and boxes to select ambient, sun, and water color is a vertical slider. Clicking on the green dot at the bottom of the time dial turns the slider on for midday.  Now adjust the slider to set a proper brightness; too bright, and your color tile selections will look washed out.&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
[[File:10-m-grid.jpg|300px|left|Baseboard with grid-size of 10-m]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
===Grid Size Effect===&lt;br /&gt;
One reason to not over utilize the 5-m grid size on a layout is the little difference selecting 5-m over 10-m makes for all but limited areas on a Route. Consider just two tiles; say ballast laid along a track cutting through grass.  On a 10-m grid, the ballast tends to flare out in triangles (depending upon the track angle relative to the underlying grid) or not appearing under the track at all in other places.  In the figure at left, the interaction of dry grass tiles and ballast tiles along the track in the distance shows triangles of ballast at 10-m grid setting. On a 5-m grid, this effect is much reduced, similar to that seen along the track in the foreground of the figure.  The ballast is more easily constrained to the vicinity of the track and the line between grass and ballast can be made closer to an expected line parallel with the rails. In essence, a 5-m grid does permit more precision in painting the ground color/texture where multiple colors/textures are interacting. This precision appears to be the only real advantage gained at the expense of an enhanced cost to performance, suggesting careful consideration of which baseboards might really benefit from having a 5-m grid setting. In fairness, the adverse rendering of adjacent tile interaction on a 10-m grid is less noticeable at low angles and can be ameliorated somewhat by using tiles having less contrast. &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
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== Picking tile colors ==&lt;br /&gt;
The number of choices of coloring tiles is large, easily in the hundreds. Picking a suitable tile or combination of tiles is first a matter of deciding what sort of ground you wish to portray. The basic categories are going to be: vegetation, rock, bare soil, and water. Vegetation is likely to occupy the largest area of the map, except in very dry climates (e.g., deserts, dominated by bare soil) and rocky areas with thin soils. Water is discussed in more detail below under &amp;quot;Water Features&amp;quot;.&lt;br /&gt;
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Initially, decide on a suitable &amp;quot;theme&amp;quot; color best representative of the location and type of terrain you intend to emphasize (say, dry grassland) and paint broad areas with this theme color.  The purpose here is to unify your rout&#039;s overall look. Of course, you might have more than one theme color if patches are typical or hills look different than valleys or plains.&lt;br /&gt;
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=== Tile basics ===&lt;br /&gt;
Coloring the map surface is done by spreading small tiles over the map grid. We call these &amp;quot;tiles&amp;quot; because each is a usually six-sided pattern that is repeated &amp;lt;i&amp;gt;ad infinitum&amp;lt;/i&amp;gt; as it is laid down (painted). On the 10-m grid, the tool places a tile diagonally (NW to SE or NE to SW) only centered on the yellow grid intersections. You can control the area covered by the tool (&amp;lt;b&amp;gt;Radius &amp;quot;-/+&amp;quot;&amp;lt;/b&amp;gt;) and the pattern size (&amp;lt;b&amp;gt;Texture scale &amp;quot;Ctrl [/]&amp;quot;&amp;lt;/b&amp;gt;)&amp;amp;mdash;this is not the area covered, but an enlargement of the actual pattern. Available tiles range from plain color to complex patterns mimicking ground textures of all sorts. Many of these are very good and others, not so good. Because the painting involves laying tiles one after the other, &amp;lt;b&amp;gt;secondary patterns&amp;lt;/b&amp;gt; are almost inevitable. The better texture tiles avoid this.  If a created tile is even a little darker in one part than elsewhere, a secondary pattern will appear. How troublesome these secondary patterns are depends upon the viewed distance. Viewed from the cab, chase, or lineside cameras, secondary patterning is not a huge problem.&lt;br /&gt;
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= Water Features =&lt;br /&gt;
Of all the various landforms one can create, water features hold the greatest potential for enhancing scenery along a Route. And water is superbly rendered using the water tools found in Surveyor &#039;&#039;&#039;Topology - Get height&#039;&#039;&#039;.  Three tools are provided: &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Add water &#039;W&#039;, Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. An input box for setting water surface height is provided.  The &#039;&#039;Add water&#039;&#039; tool paints a surface in the same manner as coloring, described above.  However, the water surface has unique properties, the most significant being it is transparent and reflective. Improvements in rendering of these properties with each successive Trainz version has certainly been a major contribution to making a realistic CGI.&lt;br /&gt;
&lt;br /&gt;
Painting water establishes a level surface at the setting in the &#039;&#039;water surface height&#039;&#039; box. Expanding this surface always maintains the same height as long as you begin painting from the existing surface (no need to adjust the setting).  The  &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool adjust the entire connected surface all at once, but does not change any other water surfaces on the map not connected to the one being adjusted. Thus, you can create a series of lakes at different elevations so long as the water surfaces of each are not connected. Determine this independence by selecting &amp;lt;b&amp;gt;Wireframe View&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Display Menu&amp;lt;/b&amp;gt; (or pressing &amp;lt;b&amp;gt;F9&amp;lt;/b&amp;gt;). This displays the baseboard in white and the water surface(s) in grey, removing all the painted surfaces.  Use the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool to disconnect close-by water surfaces that you wish to set to different heights. Working upstream of a long river, you can progressively raise the surface of segments at points with rapids, waterfalls, or dams. Just be sure the water surface is broken at these points. An oddity built into the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool is that if you hold down the Shift-Key while raising or lowering the water surface, the surface becomes bendy, going up or down within a limited area, no longer representing a level surface. If you bend it too much, it snaps back to a level surface at some new height. There must be a use for this?&lt;br /&gt;
&lt;br /&gt;
=== Water Color ===&lt;br /&gt;
Because the water surface is transparent, the color of the water feature and/or the nature of the bottom can be established by coloring the underlaying board surface. Creating muddy water or an algae-colored pond then becomes a matter of selecting an underlying color producing the desired result. The intensity of these underwater paints is controlled NOT by the distance between the water surface and the baseboard (water depth), but by distance from a shore. Over a baseboard without coloring, water has a color based on settings as described in the next paragraph; the board grid shows through for a distance up to about 40 m (130 ft) from a shore.  Beyond that, the bottom fades away (no matter how colored) and water color darkens. This property is one of the great improvements made between TRS2012 and TRS2019 versions. Essentially, realistic deep water is built in and need not be rendered by painting the bottom with progressively darker color or physically lowering the surface (which never worked anyway).  Thus, the offshore bottom need not be any deeper than the nearshore shoaling.  Ocean depths are not rendered by grid depth or coloring; you can bother to color or not color deep water bottom.  See &amp;quot;ocean and large lakes&amp;quot; below to learn how to tweak the color of deep water on your route. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. Here you can set the color of your water features (one setting sets all).  Make sure the time dial is pointing straight down (noon) and click on the green dot below it.  Selecting any dot turns on the tools that establish the color ambiance of the Route at the time of day represented by the position of the green dot, but starting with noon is most influential for the daylight hours. The three boxes to the right of the cloud preview determine what the color dials will influence; the bottom box is &amp;lt;b&amp;gt;water color&amp;lt;/b&amp;gt;. Selecting that box and then tweaking the red, green, and blue color dials allows setting water color over a wide range.  The vertical slider to right sets the overall brightness of the scene (not just water).  A well illustrated description of setting water color is found at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Water_Colour Environment Tools - Water Colour]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Water Surface===&lt;br /&gt;
&lt;br /&gt;
In addition to transparency and reflectivity, the water surface in Trainz has a third unique property: that of water surface condition. Nine different &amp;quot;sea state&amp;quot; conditions are available under &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt;. Select &amp;lt;b&amp;gt;Environment&amp;lt;/b&amp;gt; (sun rising icon) and note &amp;lt;b&amp;gt;Water&amp;lt;/b&amp;gt; (2nd from bottom).  Click on the text window to produce a list of available options. If your water surface is showing behind the &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt; window, you will see instantly the effect of changing the water surface property from &amp;quot;glassy&amp;quot; through &amp;quot;rough&amp;quot;. The setting will apply to all the water surfaces created on your route, so you may have to compromise if you have both ocean and inland lake/pond water features. Click on &amp;quot;&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;&amp;quot; (top right)&amp;amp;mdash;your selection is saved and the window closed (see also &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Set_the_Water_Surface Environment Tools - Set Water Surface]&amp;lt;/span&amp;gt;).&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Two other choices (selected on the left) are &amp;lt;b&amp;gt;Environment -&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The water surface color is influenced by the sky. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rivers and Streams ===&lt;br /&gt;
Several options exist for rendering a river or stream on a route map. The most direct and perhaps easiest to create is a narrow, linear basin with a water surface. Painting the water surface confined by a topography of banks and detailed with appropriate bank and bottom coloring tiles produces a very satisfactory aquatic feature that can be lined with trees, shrubs, and/or grasses.  Important to remember in creating the course of the feature is to develop meanders and bends, minimizing long straight segments. &lt;br /&gt;
&lt;br /&gt;
In a landscape of topographic relief (mountainous), extending a linear feature with the level water surface may prove impractical, requiring that the water surface be broken up into unconnected segments that can rise step-like as the stream extends upslope.  A good example of how to &amp;quot;connect&amp;quot; these segments is provided in the MPS Route, &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot; where a wild river is depicted flowing from tributaries and lakes down to a coastal estuary. &lt;br /&gt;
&lt;br /&gt;
=== Ocean and large lakes ===&lt;br /&gt;
Sea coasts and large lakes are extensive water features extending out to a distant horizon.  Several baseboards out is sufficient, unless higher elevation views are anticipated (for example, a track laid well above the shore).  Because depth does not influence the appearance of the water body (see &amp;quot;water color&amp;quot; above), the ocean or lake baseboard  can be a level surface only a little below the water surface. Coloring the board is optional, except close to the shore where the map grid (&amp;quot;Grid (PBR)&amp;quot;) is visible.   If the &amp;quot;horizon&amp;quot;&amp;amp;mdash;the outermost baseboard&amp;amp;mdash;is kept to a line of baseboards oriented east-west or north-south, the appearance will be a natural one blending into the sky. However, if these horizon baseboards jog inward or outward, the sides of one or more baseboards (which are actually three dimensional blocks) will be seen (&amp;quot;World Edge&amp;quot; effect) from some points on the land. Pushing the horizon further out will reduce this obvious break in the horizon line to some degree, but not completely eliminate it. Placing a far shore (or another land) or an appropriate backdrop can solve this problem. &lt;br /&gt;
&lt;br /&gt;
It is possible to overcome the disappearance of bottom with distance from shore and, for example, create an offshore reef or shoal or just extensive shallow water with a unique bottom type or color.  Choose an area to create this and raise the bottom to just &amp;lt;u&amp;gt;above&amp;lt;/u&amp;gt; the water surface using the &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; tool set at low sensitivity. Then lower the area (&amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool) to just &amp;lt;u&amp;gt;below&amp;lt;/u&amp;gt; the water surface; the grid (or bottom color) will disappear. Now, click anywhere on the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool.  This has the effect of resetting the display relationship between the water surface and the bottom for the entire baseboard. The shoaled area, without any shore, will reappear and can be colored as sand or mud.  You can expand the shoal with the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool set at high sensitivity and wide radius. Although it may appear that nothing is happening as you do this, clicking the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool will reveal the change you are making. Switching to &amp;lt;b&amp;gt;Map View&amp;lt;/b&amp;gt; under the Camera Menu will show the bottom display as light blue for deep water (bottom not visible), light grey for visible but fading bottom, and dark grey (or some color if not &amp;quot;Grid (PBR)&amp;quot;) for shoal bottom.  Curiously, returning these areas to &amp;quot;deep water&amp;quot; will remove the shoal, but have no impact on the color scheme displayed in Map View (in Trainz Plus; could be adjusted in earlier Trainz builds).&lt;br /&gt;
&lt;br /&gt;
=Problems=&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;i&amp;gt;.... List problems here&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--The paint &amp;quot;MineralWater3&amp;quot; produces an intense aquamarine with a pattern of waves. Other mostly white paints can mimic crashing waves or rough water. &amp;quot;ALWater 2&amp;quot; can mimic waves along a shore.--&amp;gt; &lt;br /&gt;
&amp;lt;!-- BEGIN bugs table --&amp;gt;&lt;br /&gt;
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&amp;lt;td&amp;gt;[[file:Bug.png|link=]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Using the shortcut key, cap &#039;S&#039;, will crash the program in the latest version of &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt;.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;td&amp;gt;[[file:Bug.png|link=]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
The &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; tool discussed above to set ambient brightness and water color&amp;lt;br&amp;gt;lacks a &amp;quot;save&amp;quot; button. To complete your actions and presumably &amp;quot;save&amp;quot; your settings,&amp;lt;br&amp;gt;you can only close the window. However, this action alone will &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; save your settings.&amp;lt;br&amp;gt;Before closing surveyor you must make some other change to the map board,&amp;lt;br&amp;gt;then save the session.&lt;br /&gt;
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----&lt;br /&gt;
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=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
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[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30399</id>
		<title>How to Make Good Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30399"/>
		<updated>2021-10-05T21:02:16Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: display cap S as a bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz aficionados are a diverse group with varied interests in one or more of the multiple aspects of this game.  Developing the scenery that surrounds the tracks is one such aspect, but one that only a few have really mastered.  This How-To page will introduce those interested in improving the look of their route to techniques they can learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For every route builder, the first consideration is achieving a scenery consistent with the landscape they are mimicking.  Choice of objects, particularly vegetation (types of trees, for example.), is perhaps primary but topography&amp;amp;mdash;creating the terrain of hills, mountains, gullies, etc.&amp;amp;mdash;is of equal importance and should be the starting point for a new route or expansion of an existing route.  Another rule requiring consideration is the &amp;quot;decrease detail with distance&amp;quot; rule. The computer will attempt to render everything you have added within a scene, a scene that is constantly moving with the train being operated. Great detail may be called for close to the track, but not at distances far from the track; details should decrease with distance on the premise that no one is really going to notice them, no matter how much fun they might be to create, and rendering them places a cost on performance.&lt;br /&gt;
&lt;br /&gt;
= Layout =&lt;br /&gt;
&lt;br /&gt;
The first thing to understand about layout of a Route is the &amp;lt;b&amp;gt;ground type&amp;lt;/b&amp;gt;. From TS2009 onward, Trainz releases have included two ground types:&lt;br /&gt;
* &#039;&#039;&#039;classic, 10-m grid&#039;&#039;&#039; - the original Trainz ground type and the default;&lt;br /&gt;
* &#039;&#039;&#039;classic, 5-m grid&#039;&#039;&#039; - ground type using the classic texturing technique, but storing four times the number of sample points.&lt;br /&gt;
The 5-m grid is great for fine detail close to the track but, as always, with an increase in detail comes a potential impact on performance. A mix of 10- and 5-m grids can be utilized: the 5-m grid used near the track where high detail is desirable, the 10-m grid in all other places. Implementing grid type is discussed elsewhere (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Ground_Types Ground Types]&amp;lt;/span&amp;gt;&#039;&#039;) but realize that the grid type is set independently for each [[baseboard]] and not some portion of a baseboard.  Only the &amp;lt;b&amp;gt;Paint&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tools are impacted by the grid size setting. &lt;br /&gt;
&lt;br /&gt;
With respect to the layout of a Route or Map, Trainz users tend to follow one of two models: the &#039;&#039;&#039;Linear&#039;&#039;&#039; model or the &#039;&#039;&#039;Area&#039;&#039;&#039; model.  Placement of [[baseboard]]s end to end allows the Linear model to develop long track runs with minimal effort. An excellent example is &amp;quot;Belarusian woodland&amp;quot; by Oleg Khim.  The Area model (a large map of many baseboard squares) takes more effort but can better render distant scenery.  Excellent examples of this style are &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; by jango and &amp;quot;Bodmin &amp;amp; Wenford Railway TRS2019&amp;quot; by marky7890. The two layouts styles are sometimes combined: area style layouts used for places of cities, dense industries, and complex train yards connected by long runs of linear style layouts. An example approaching this mixed style is &amp;quot;Coal Country&amp;quot; by Scratchy and &amp;quot;Rodnye Prostory - SND&amp;quot; by TrainzLagutin 1995.  Note that layout choice is independent of prototypical vs. imaginary route design. However, scenery choices will be influenced by the model you choose to employ.&lt;br /&gt;
&lt;br /&gt;
With the Linear model, the edge of the baseboard is always a short distance away from the track, dictating specific scenery choices to obscure this fact from the view of the train. The Area model is especially suitable to creating  mountainous country, such as depicted in &amp;quot;TRS19 Canadian Rocky Mountains - Viktor Lake to Ross Peak &amp;amp; Glacier&amp;quot; by RoysTrainz. Mountains that rise high above the track elevation require space to gain that elevation without displaying unreal slopes  and &amp;quot;TRS2019 Canadian Rocky Mountains Ottertail to Castle Jct&amp;quot; by RoysTrainz shows just how big a map is needed to provide massive mountain peaks. The Area model can also be used to compress a lot of track in a small baseboard set by separating track areas with tall features (hills or backdrops). This layout &amp;quot;folds&amp;quot; a Linear track into an Area layout following techniques used by model railroad builders/designers. &lt;br /&gt;
&lt;br /&gt;
===Edge of World ===&lt;br /&gt;
No matter the size of the layout developed, the reality is your world map will have an edge.  If a square or rectangular configuration of baseboards is maintained with expansion, this edge will simply appear as the end of the world so long as your viewpoint remains on the map. However, with the &amp;lt;b&amp;gt;Linear&amp;lt;/b&amp;gt; style especially, maintaining a rectangular or square map is not possible for routes of any size. On flat terrain, the view from close to the tracks can show the sides of baseboards at the margins in what has been dubbed the &amp;quot;world edge effect&amp;quot;. Fortunately, this problem can be reduced or avoided in a number of different ways. Here, we list the following aids to hide the &amp;quot;world edge&amp;quot;:&lt;br /&gt;
* behind scenery objects;&lt;br /&gt;
* behind backdrops or a &amp;quot;double rise&amp;quot; (topography);&lt;br /&gt;
* behind higher elevation topography (hills or mountains);&lt;br /&gt;
* by extending water (ocean or large lake) to the &amp;quot;horizon&amp;quot;.&lt;br /&gt;
Each is discussed below under the appropriate subject. &lt;br /&gt;
&lt;br /&gt;
= Hills and Valleys =&lt;br /&gt;
&lt;br /&gt;
Enhancing topography changes a flat baseboard into one with hills and valleys, opening up opportunities for road and railroad cuts, viaducts and bridges, and, of course, tunnels.  Varied topography establishes glimpses of the wider world as a train moves down the track.  Of course, a generally flat terrain is realistic for many parts of the world and certainly not a &#039;bad&#039; thing. Topography on a Route is developed using the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology tool]&#039;&#039;&#039;&amp;lt;/span&amp;gt; in Surveyor mode (correct term would be &amp;quot;topography&amp;quot;).  The top row in this tool menu has settings for &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;A&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.  These settings determine what the topography tool will do when applied to the surface of the map and a selection must be made before the tool will work. However, before applying, set the radius and sensitivity of the tool with the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Cursor radius &#039;+/-&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sensitivity &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dials, respectively.  The next row has additional settings, the most useful of which is on the right: the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting.  The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get height &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting appears to do nothing in Trainz2019. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Use height &#039;H&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting  sets the topography tool to draw the ground at the height setting entered in the box to the left. &lt;br /&gt;
&lt;br /&gt;
The process of creating a varied terrain starts by raising (and perhaps lowering) the ground surface using moderate radius and sensitivity settings. Practice using different settings for radius and sensitivity to develop skill in using this tool.  Once the basic terrain has been established, the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting can be an excellent smoothing tool.  Set the sensitivity high and the radius on however large an area is to be smoothed (best results are achieved using a high radius setting).  The Plateau setting uses the elevation at the tool center; moving it quickly over a limited area and regularly resetting the center point will change a rough surface into a smooth slope.  Again, practice  is necessary to acquire this skill.  Assuming your tracks are already in place, this setting (with radius set at small) allows you to bring slopes in close for realistic cuts or fills near the line. &lt;br /&gt;
  &lt;br /&gt;
= Object and Spline Assets =&lt;br /&gt;
Two types of assets exist in Trainz: &amp;lt;b&amp;gt;objects&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;splines&amp;lt;/b&amp;gt;.  In surveyor mode, scenery objects are added and manipulated using the Objects Menu reached by clicking on the &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt; tab. Tracks and objects directly related to tracks are dealt with separately under the &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; tab. For explanations on the various tools and settings provided see pages describing the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Objects_Tab Objects Tab]&amp;lt;/span&amp;gt; and &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Track_Tools Tracks Tab]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Spline Shadows===&lt;br /&gt;
Implementation of shadows cast by objects was one of the great steps forward made by Trainz to render a realistic GUI.  Certain objects, notably spline objects with a low profile (such as roads and tracks) should not, of course, cast a shadow. To avoid this problem, the spline must be set down tight against the ground; any gap between the spline and the ground will appear as a dark line (a shadow).  Spline objects conform to variations in slope as the spline is laid, but fixing the spline points (this changes the vertex from a white to a yellow rotating circle) with the &amp;lt;b&amp;gt;Adjust spline height &#039;H&amp;quot;&amp;lt;/b&amp;gt; setting in &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;Spline height &#039;H&#039; &amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;&#039;Spline mode &#039;S&#039;&amp;lt;/b&amp;gt; for &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt;) removes ground conforming between the points.  Small rises now bury the spline and small dips produce a shadow. On a perfectly level board, these particular problems do not occur, although many spline objects will still cast a shadow if not height adjust. The solution is to bring the spline segments back into close conformance with the ground. Two possible approaches &amp;amp;mdash;adjust the spline height or adjust the ground height&amp;amp;mdash;may both need to be utilized wherever on a Route the shadowing is clearly observable.&lt;br /&gt;
&lt;br /&gt;
A first step is to use the &amp;lt;b&amp;gt;&#039;Smooth spline &#039;S&#039;&amp;lt;/b&amp;gt; tool found in the &amp;lt;b&amp;gt;Advanced&amp;lt;/b&amp;gt; section of the Spline Mode menu (same tool is &amp;lt;b&amp;gt;Smooth spline height &#039;S&#039;&amp;lt;/b&amp;gt; in the advanced tools for &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt;). This tool corrects the terrain topography under the spline segment (section between two vertices) clicked on.  The spline is smoothed and the ground brought into conformance with the spline.  But this conformance may or may not eliminate a shadow, depending on the particular asset, as many are created to lie slightly above the ground. The next step is to apply the &amp;lt;b&amp;gt;&#039;Spline height &#039;H&#039;&amp;lt;/b&amp;gt; tool under Advanced )&amp;lt;b&amp;gt;Adjust spline height &#039;H&#039;&amp;lt;/b&amp;gt; for track splines), lowering the vertices while holding down the CTRL key (allows very fine adjustments).  Using the Smooth spline height tool may not be desirable in some situations, as it has an impact over topography some distance from the spline (may level the ground too far out from the road or track). In this case, the ground will need to be raised up to the spline to eliminate the shadow. The tool used is &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Topolgy&amp;lt;/b&amp;gt; menu, putting both Radius and Sensitivity on the absolute lowest settings. The &amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool may need to be employed to make adjustments.  Realize, both tools only operate if clicked on a grid vertex, having no effect if clicked away from a vertex. The tools raise or lower a vertex and the ground &amp;quot;follows&amp;quot; as a surface determined by the surrounding vertices.&lt;br /&gt;
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Achieving &amp;quot;no shadow&amp;quot; may be impossible in some small parts of a segment due to bending of the spline. Moving the spline point closer to a grid vertex may help. Using spline assets with &amp;quot;skirts&amp;quot; (for example, ballast in track splines) certainly makes the process easier as these have greater height latitude. Simply hiding conspicuous shadows with a grass asset or placing an object like a car on the shadow are other options.&lt;br /&gt;
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===Backdrops===&lt;br /&gt;
&#039;&#039;&#039;Backdrops&#039;&#039;&#039; are used to create the illusion of distant terrain, enabling builders to set up landscaped horizons such as mountains and cityscapes quicker and with less impact to the frame-rate. To achieve this, a backdrop has a much greater draw distance than other scenery assets so that it is visible from far away (5 km or ~5000 yds). Backdrops are valuable with layouts based on the &amp;lt;b&amp;gt;Linear Model&amp;lt;/b&amp;gt;, particularly where there is minimal topography (steppes and plains), obviating the need to add map squares to create a sense of distance beyond the tracks.  Even in &amp;lt;b&amp;gt;Area Model&amp;lt;/b&amp;gt; layouts backdrops can be used to great advantage, as is aptly demonstrated  by Jango in &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; in which distant villages are skillfully rendered by short backdrops.&lt;br /&gt;
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Backdrops are provided as either object assets or spline assets. Because these assets are relatively easy to create and typically designed for specific purposes to match the developer&#039;s route, backdrops available on the DLS vary widely in subject and quality. &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Content_ManagerSearch Search]&amp;lt;/span&amp;gt; for &amp;quot;backdrop&amp;quot; in the DLS for access to an extensive number of offerings.&lt;br /&gt;
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A form of backdrop labeled a &amp;quot;&amp;lt;b&amp;gt;double rise&amp;lt;/b&amp;gt;&amp;quot; is created with the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool. A low hill or objects (for example trees or buildings) are used close by the tracks to obscure the land immediately beyond, which is made to slope downward, then rise up to create the illusion of far distant mountains or hills. The illusion is accomplished by using no objects or small objects to represent very distant trees on the far rise.  Painting and topography also contribute by using muted colors tending to more purple shades.  An example of this approach can be seen in the MSP route &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot;, where a distant snow-capped range is actually much closer to the tracks than would be possible in a narrow layout. The dip between the tracks and the far rise is obscured from view taking away from the viewer cues normally present to assess distance.      &lt;br /&gt;
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= Coloring (Painting) =&lt;br /&gt;
Coloring the landscape (&amp;quot;ground texturing&amp;quot;) is accomplished with the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Paint_Tools Paint Tool]&amp;lt;/span&amp;gt;&#039;&#039;&#039; &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt; tool. This tool opens a display of all the of the &amp;quot;paints&amp;quot; or tiles residing locally on your computer.  Each combines colors and textures (in 2D) providing hundreds of possible choices for painting the ground.  This tool is a paint brush with the ability, after selecting a tile, of enlarging the tile image (&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture scale &#039;Ctrl [/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;) and changing the tile orientation &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture direction &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;).  The diameter of the brush tool is set by the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Radius &#039;-/+&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dial. A &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get texture &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool turns on a pointer that, when clicked on a painted location on the map, loads the tile in the brush. The loaded tile is shown in the square directly above the &amp;quot;Radius&amp;quot; dial. If you locate a tile by typing a word/name in the box above the tile display columns, the square displaying the loaded tile does not work if you then select a tile using the selection tool, even though the selected tile is likely loaded into the brush. We say &amp;quot;likely&amp;quot; because a painted area can become a combination of several different tiles, with certain tiles dominating the selection tool to the exclusion of what is displayed.&lt;br /&gt;
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Once a selected tile is loaded, the image can be painted across the terrain. &lt;br /&gt;
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Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. To the right of the cloud preview window and boxes to select ambient, sun, and water color is a vertical slider. Clicking on the green dot at the bottom of the time dial turns the slider on for midday.  Now adjust the slider to set a proper brightness; too bright, and your color tile selections will look washed out.&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
[[File:10-m-grid.jpg|300px|left|Baseboard with grid-size of 10-m]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
===Grid Size Effect===&lt;br /&gt;
One reason to not over utilize the 5-m grid size on a layout is the little difference selecting 5-m over 10-m makes for all but limited areas on a Route. Consider just two tiles; say ballast laid along a track cutting through grass.  On a 10-m grid, the ballast tends to flare out in triangles (depending upon the track angle relative to the underlying grid) or not appearing under the track at all in other places.  In the figure at left, the interaction of dry grass tiles and ballast tiles along the track in the distance shows triangles of ballast at 10-m grid setting. On a 5-m grid, this effect is much reduced, similar to that seen along the track in the foreground of the figure.  The ballast is more easily constrained to the vicinity of the track and the line between grass and ballast can be made closer to an expected line parallel with the rails. In essence, a 5-m grid does permit more precision in painting the ground color/texture where multiple colors/textures are interacting. This precision appears to be the only real advantage gained at the expense of an enhanced cost to performance, suggesting careful consideration of which baseboards might really benefit from having a 5-m grid setting. In fairness, the adverse rendering of adjacent tile interaction on a 10-m grid is less noticeable at low angles and can be ameliorated somewhat by using tiles having less contrast. &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
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== Picking tile colors ==&lt;br /&gt;
The number of choices of coloring tiles is large, easily in the hundreds. Picking a suitable tile or combination of tiles is first a matter of deciding what sort of ground you wish to portray. The basic categories are going to be: vegetation, rock, bare soil, and water. Vegetation is likely to occupy the largest area of the map, except in very dry climates (e.g., deserts, dominated by bare soil) and rocky areas with thin soils. Water is discussed in more detail below under &amp;quot;Water Features&amp;quot;.&lt;br /&gt;
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Initially, decide on a suitable &amp;quot;theme&amp;quot; color best representative of the location and type of terrain you intend to emphasize (say, dry grassland) and paint broad areas with this theme color.  The purpose here is to unify your rout&#039;s overall look. Of course, you might have more than one theme color if patches are typical or hills look different than valleys or plains.&lt;br /&gt;
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=== Tile basics ===&lt;br /&gt;
Coloring the map surface is done by spreading small tiles over the map grid. We call these &amp;quot;tiles&amp;quot; because each is a usually six-sided pattern that is repeated &amp;lt;i&amp;gt;ad infinitum&amp;lt;/i&amp;gt; as it is laid down (painted). On the 10-m grid, the tool places a tile diagonally (NW to SE or NE to SW) only centered on the yellow grid intersections. You can control the area covered by the tool (&amp;lt;b&amp;gt;Radius &amp;quot;-/+&amp;quot;&amp;lt;/b&amp;gt;) and the pattern size (&amp;lt;b&amp;gt;Texture scale &amp;quot;Ctrl [/]&amp;quot;&amp;lt;/b&amp;gt;)&amp;amp;mdash;this is not the area covered, but an enlargement of the actual pattern. Available tiles range from plain color to complex patterns mimicking ground textures of all sorts. Many of these are very good and others, not so good. Because the painting involves laying tiles one after the other, &amp;lt;b&amp;gt;secondary patterns&amp;lt;/b&amp;gt; are almost inevitable. The better texture tiles avoid this.  If a created tile is even a little darker in one part than elsewhere, a secondary pattern will appear. How troublesome these secondary patterns are depends upon the viewed distance. Viewed from the cab, chase, or lineside cameras, secondary patterning is not a huge problem.&lt;br /&gt;
&lt;br /&gt;
= Water Features =&lt;br /&gt;
Of all the various landforms one can create, water features hold the greatest potential for enhancing scenery along a Route. And water is superbly rendered using the water tools found in Surveyor &#039;&#039;&#039;Topology - Get height&#039;&#039;&#039;.  Three tools are provided: &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Add water &#039;W&#039;, Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. An input box for setting water surface height is provided.  The &#039;&#039;Add water&#039;&#039; tool paints a surface in the same manner as coloring, described above.  However, the water surface has unique properties, the most significant being it is transparent and reflective. Improvements in rendering of these properties with each successive Trainz version has certainly been a major contribution to making a realistic CGI.&lt;br /&gt;
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Painting water establishes a level surface at the setting in the &#039;&#039;water surface height&#039;&#039; box. Expanding this surface always maintains the same height as long as you begin painting from the existing surface (no need to adjust the setting).  The  &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool adjust the entire connected surface all at once, but does not change any other water surfaces on the map not connected to the one being adjusted. Thus, you can create a series of lakes at different elevations so long as the water surfaces of each are not connected. Determine this independence by selecting &amp;lt;b&amp;gt;Wireframe View&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Display Menu&amp;lt;/b&amp;gt; (or pressing &amp;lt;b&amp;gt;F9&amp;lt;/b&amp;gt;). This displays the baseboard in white and the water surface(s) in grey, removing all the painted surfaces.  Use the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool to disconnect close-by water surfaces that you wish to set to different heights. Working upstream of a long river, you can progressively raise the surface of segments at points with rapids, waterfalls, or dams. Just be sure the water surface is broken at these points. An oddity built into the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool is that if you hold down the Shift-Key while raising or lowering the water surface, the surface becomes bendy, going up or down within a limited area, no longer representing a level surface. If you bend it too much, it snaps back to a level surface at some new height. There must be a use for this?&lt;br /&gt;
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=== Water Color ===&lt;br /&gt;
Because the water surface is transparent, the color of the water feature and/or the nature of the bottom can be established by coloring the underlaying board surface. Creating muddy water or an algae-colored pond then becomes a matter of selecting an underlying color producing the desired result. The intensity of these underwater paints is controlled NOT by the distance between the water surface and the baseboard (water depth), but by distance from a shore. Over a baseboard without coloring, water has a color based on settings as described in the next paragraph; the board grid shows through for a distance up to about 40 m (130 ft) from a shore.  Beyond that, the bottom fades away (no matter how colored) and water color darkens. This property is one of the great improvements made between TRS2012 and TRS2019 versions. Essentially, realistic deep water is built in and need not be rendered by painting the bottom with progressively darker color or physically lowering the surface (which never worked anyway).  Thus, the offshore bottom need not be any deeper than the nearshore shoaling.  Ocean depths are not rendered by grid depth or coloring; you can bother to color or not color deep water bottom.  See &amp;quot;ocean and large lakes&amp;quot; below to learn how to tweak the color of deep water on your route. &lt;br /&gt;
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Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. Here you can set the color of your water features (one setting sets all).  Make sure the time dial is pointing straight down (noon) and click on the green dot below it.  Selecting any dot turns on the tools that establish the color ambiance of the Route at the time of day represented by the position of the green dot, but starting with noon is most influential for the daylight hours. The three boxes to the right of the cloud preview determine what the color dials will influence; the bottom box is &amp;lt;b&amp;gt;water color&amp;lt;/b&amp;gt;. Selecting that box and then tweaking the red, green, and blue color dials allows setting water color over a wide range.  The vertical slider to right sets the overall brightness of the scene (not just water).  A well illustrated description of setting water color is found at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Water_Colour Environment Tools - Water Colour]&amp;lt;/span&amp;gt;.&lt;br /&gt;
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===Water Surface===&lt;br /&gt;
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In addition to transparency and reflectivity, the water surface in Trainz has a third unique property: that of water surface condition. Nine different &amp;quot;sea state&amp;quot; conditions are available under &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt;. Select &amp;lt;b&amp;gt;Environment&amp;lt;/b&amp;gt; (sun rising icon) and note &amp;lt;b&amp;gt;Water&amp;lt;/b&amp;gt; (2nd from bottom).  Click on the text window to produce a list of available options. If your water surface is showing behind the &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt; window, you will see instantly the effect of changing the water surface property from &amp;quot;glassy&amp;quot; through &amp;quot;rough&amp;quot;. The setting will apply to all the water surfaces created on your route, so you may have to compromise if you have both ocean and inland lake/pond water features. Click on &amp;quot;&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;&amp;quot; (top right)&amp;amp;mdash;your selection is saved and the window closed (see also &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Set_the_Water_Surface Environment Tools - Set Water Surface]&amp;lt;/span&amp;gt;).&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Two other choices (selected on the left) are &amp;lt;b&amp;gt;Environment -&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt;. &lt;br /&gt;
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The water surface color is influenced by the sky. --&amp;gt;&lt;br /&gt;
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=== Rivers and Streams ===&lt;br /&gt;
Several options exist for rendering a river or stream on a route map. The most direct and perhaps easiest to create is a narrow, linear basin with a water surface. Painting the water surface confined by a topography of banks and detailed with appropriate bank and bottom coloring tiles produces a very satisfactory aquatic feature that can be lined with trees, shrubs, and/or grasses.  Important to remember in creating the course of the feature is to develop meanders and bends, minimizing long straight segments. &lt;br /&gt;
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In a landscape of topographic relief (mountainous), extending a linear feature with the level water surface may prove impractical, requiring that the water surface be broken up into unconnected segments that can rise step-like as the stream extends upslope.  A good example of how to &amp;quot;connect&amp;quot; these segments is provided in the MPS Route, &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot; where a wild river is depicted flowing from tributaries and lakes down to a coastal estuary. &lt;br /&gt;
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=== Ocean and large lakes ===&lt;br /&gt;
Sea coasts and large lakes are extensive water features extending out to a distant horizon.  Several baseboards out is sufficient, unless higher elevation views are anticipated (for example, a track laid well above the shore).  Because depth does not influence the appearance of the water body (see &amp;quot;water color&amp;quot; above), the ocean or lake baseboard  can be a level surface only a little below the water surface. Coloring the board is optional, except close to the shore where the map grid (&amp;quot;Grid (PBR)&amp;quot;) is visible.   If the &amp;quot;horizon&amp;quot;&amp;amp;mdash;the outermost baseboard&amp;amp;mdash;is kept to a line of baseboards oriented east-west or north-south, the appearance will be a natural one blending into the sky. However, if these horizon baseboards jog inward or outward, the sides of one or more baseboards (which are actually three dimensional blocks) will be seen (&amp;quot;World Edge&amp;quot; effect) from some points on the land. Pushing the horizon further out will reduce this obvious break in the horizon line to some degree, but not completely eliminate it. Placing a far shore (or another land) or an appropriate backdrop can solve this problem. &lt;br /&gt;
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It is possible to overcome the disappearance of bottom with distance from shore and, for example, create an offshore reef or shoal or just extensive shallow water with a unique bottom type or color.  Choose an area to create this and raise the bottom to just &amp;lt;u&amp;gt;above&amp;lt;/u&amp;gt; the water surface using the &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; tool set at low sensitivity. Then lower the area (&amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool) to just &amp;lt;u&amp;gt;below&amp;lt;/u&amp;gt; the water surface; the grid (or bottom color) will disappear. Now, click anywhere on the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool.  This has the effect of resetting the display relationship between the water surface and the bottom for the entire baseboard. The shoaled area, without any shore, will reappear and can be colored as sand or mud.  You can expand the shoal with the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool set at high sensitivity and wide radius. Although it may appear that nothing is happening as you do this, clicking the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool will reveal the change you are making. Switching to &amp;lt;b&amp;gt;Map View&amp;lt;/b&amp;gt; under the Camera Menu will show the bottom display as light blue for deep water (bottom not visible), light grey for visible but fading bottom, and dark grey (or some color if not &amp;quot;Grid (PBR)&amp;quot;) for shoal bottom.  Curiously, returning these areas to &amp;quot;deep water&amp;quot; will remove the shoal, but have no impact on the color scheme displayed in Map View (in Trainz Plus; could be adjusted in earlier Trainz builds).&lt;br /&gt;
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=Problems=&lt;br /&gt;
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*&amp;lt;i&amp;gt;.... List problems here&amp;lt;/i&amp;gt;&lt;br /&gt;
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&amp;lt;!--The paint &amp;quot;MineralWater3&amp;quot; produces an intense aquamarine with a pattern of waves. Other mostly white paints can mimic crashing waves or rough water. &amp;quot;ALWater 2&amp;quot; can mimic waves along a shore.--&amp;gt; &lt;br /&gt;
&amp;lt;!-- BEGIN bugs table --&amp;gt;&lt;br /&gt;
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&amp;lt;td&amp;gt;[[file:Bug.png|link=]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Using the shortcut key, cap &#039;S&#039;, will crash the program in the latest version of &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt;.&lt;br /&gt;
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The &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; tool discussed above to set ambient brightness and water color lacks a &amp;quot;save&amp;quot; button. To complete your actions and presumably &amp;quot;save&amp;quot; your settings, you can only close the window. However, this action alone will &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; save your settings.  Before closing surveyor you must make some other change to the map board, then save the session.&lt;br /&gt;
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=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
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[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30393</id>
		<title>How to Make Good Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30393"/>
		<updated>2021-10-05T03:07:02Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: tyypoo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz aficionados are a diverse group with varied interests in one or more of the multiple aspects of this game.  Developing the scenery that surrounds the tracks is one such aspect, but one that only a few have really mastered.  This How-To page will introduce those interested in improving the look of their route to techniques they can learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For every route builder, the first consideration is achieving a scenery consistent with the landscape they are mimicking.  Choice of objects, particularly vegetation (types of trees, for example.), is perhaps primary but topography&amp;amp;mdash;creating the terrain of hills, mountains, gullies, etc.&amp;amp;mdash;is of equal importance and should be the starting point for a new route or expansion of an existing route.  Another rule requiring consideration is the &amp;quot;decrease detail with distance&amp;quot; rule. The computer will attempt to render everything you have added within a scene, a scene that is constantly moving with the train being operated. Great detail may be called for close to the track, but not at distances far from the track; details should decrease with distance on the premise that no one is really going to notice them, no matter how much fun they might be to create, and rendering them places a cost on performance.&lt;br /&gt;
&lt;br /&gt;
= Layout =&lt;br /&gt;
&lt;br /&gt;
The first thing to understand about layout of a Route is the &amp;lt;b&amp;gt;ground type&amp;lt;/b&amp;gt;. From TS2009 onward, Trainz releases have included two ground types:&lt;br /&gt;
* &#039;&#039;&#039;classic, 10-m grid&#039;&#039;&#039; - the original Trainz ground type and the default;&lt;br /&gt;
* &#039;&#039;&#039;classic, 5-m grid&#039;&#039;&#039; - ground type using the classic texturing technique, but storing four times the number of sample points.&lt;br /&gt;
The 5-m grid is great for fine detail close to the track but, as always, with an increase in detail comes a potential impact on performance. A mix of 10- and 5-m grids can be utilized: the 5-m grid used near the track where high detail is desirable, the 10-m grid in all other places. Implementing grid type is discussed elsewhere (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Ground_Types Ground Types]&amp;lt;/span&amp;gt;&#039;&#039;) but realize that the grid type is set independently for each [[baseboard]] and not some portion of a baseboard.  Only the &amp;lt;b&amp;gt;Paint&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tools are impacted by the grid size setting. &lt;br /&gt;
&lt;br /&gt;
With respect to the layout of a Route or Map, Trainz users tend to follow one of two models: the &#039;&#039;&#039;Linear&#039;&#039;&#039; model or the &#039;&#039;&#039;Area&#039;&#039;&#039; model.  Placement of [[baseboard]]s end to end allows the Linear model to develop long track runs with minimal effort. An excellent example is &amp;quot;Belarusian woodland&amp;quot; by Oleg Khim.  The Area model (a large map of many baseboard squares) takes more effort but can better render distant scenery.  Excellent examples of this style are &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; by jango and &amp;quot;Bodmin &amp;amp; Wenford Railway TRS2019&amp;quot; by marky7890. The two layouts styles are sometimes combined: area style layouts used for places of cities, dense industries, and complex train yards connected by long runs of linear style layouts. An example approaching this mixed style is &amp;quot;Coal Country&amp;quot; by Scratchy and &amp;quot;Rodnye Prostory - SND&amp;quot; by TrainzLagutin 1995.  Note that layout choice is independent of prototypical vs. imaginary route design. However, scenery choices will be influenced by the model you choose to employ.&lt;br /&gt;
&lt;br /&gt;
With the Linear model, the edge of the baseboard is always a short distance away from the track, dictating specific scenery choices to obscure this fact from the view of the train. The Area model is especially suitable to creating  mountainous country, such as depicted in &amp;quot;TRS19 Canadian Rocky Mountains - Viktor Lake to Ross Peak &amp;amp; Glacier&amp;quot; by RoysTrainz. Mountains that rise high above the track elevation require space to gain that elevation without displaying unreal slopes  and &amp;quot;TRS2019 Canadian Rocky Mountains Ottertail to Castle Jct&amp;quot; by RoysTrainz shows just how big a map is needed to provide massive mountain peaks. The Area model can also be used to compress a lot of track in a small baseboard set by separating track areas with tall features (hills or backdrops). This layout &amp;quot;folds&amp;quot; a Linear track into an Area layout following techniques used by model railroad builders/designers. &lt;br /&gt;
&lt;br /&gt;
===Edge of World ===&lt;br /&gt;
No matter the size of the layout developed, the reality is your world map will have an edge.  If a square or rectangular configuration of baseboards is maintained with expansion, this edge will simply appear as the end of the world so long as your viewpoint remains on the map. However, with the &amp;lt;b&amp;gt;Linear&amp;lt;/b&amp;gt; style especially, maintaining a rectangular or square map is not possible for routes of any size. On flat terrain, the view from close to the tracks can show the sides of baseboards at the margins in what has been dubbed the &amp;quot;world edge effect&amp;quot;. Fortunately, this problem can be reduced or avoided in a number of different ways. Here, we list the following aids to hide the &amp;quot;world edge&amp;quot;:&lt;br /&gt;
* behind scenery objects;&lt;br /&gt;
* behind backdrops or a &amp;quot;double rise&amp;quot; (topography);&lt;br /&gt;
* behind higher elevation topography (hills or mountains);&lt;br /&gt;
* by extending water (ocean or large lake) to the &amp;quot;horizon&amp;quot;.&lt;br /&gt;
Each is discussed below under the appropriate subject. &lt;br /&gt;
&lt;br /&gt;
= Hills and Valleys =&lt;br /&gt;
&lt;br /&gt;
Enhancing topography changes a flat baseboard into one with hills and valleys, opening up opportunities for road and railroad cuts, viaducts and bridges, and, of course, tunnels.  Varied topography establishes glimpses of the wider world as a train moves down the track.  Of course, a generally flat terrain is realistic for many parts of the world and certainly not a &#039;bad&#039; thing. Topography on a Route is developed using the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology tool]&#039;&#039;&#039;&amp;lt;/span&amp;gt; in Surveyor mode (correct term would be &amp;quot;topography&amp;quot;).  The top row in this tool menu has settings for &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;A&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.  These settings determine what the topography tool will do when applied to the surface of the map and a selection must be made before the tool will work. However, before applying, set the radius and sensitivity of the tool with the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Cursor radius &#039;+/-&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sensitivity &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dials, respectively.  The next row has additional settings, the most useful of which is on the right: the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting.  The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get height &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting appears to do nothing in Trainz2019. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Use height &#039;H&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting  sets the topography tool to draw the ground at the height setting entered in the box to the left. &lt;br /&gt;
&lt;br /&gt;
The process of creating a varied terrain starts by raising (and perhaps lowering) the ground surface using moderate radius and sensitivity settings. Practice using different settings for radius and sensitivity to develop skill in using this tool.  Once the basic terrain has been established, the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting can be an excellent smoothing tool.  Set the sensitivity high and the radius on however large an area is to be smoothed (best results are achieved using a high radius setting).  The Plateau setting uses the elevation at the tool center; moving it quickly over a limited area and regularly resetting the center point will change a rough surface into a smooth slope.  Again, practice  is necessary to acquire this skill.  Assuming your tracks are already in place, this setting (with radius set at small) allows you to bring slopes in close for realistic cuts or fills near the line. &lt;br /&gt;
  &lt;br /&gt;
= Object and Spline Assets =&lt;br /&gt;
Two types of assets exist in Trainz: &amp;lt;b&amp;gt;objects&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;splines&amp;lt;/b&amp;gt;.  In surveyor mode, scenery objects are added and manipulated using the Objects Menu reached by clicking on the &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt; tab. Tracks and objects directly related to tracks are dealt with separately under the &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; tab. For explanations on the various tools and settings provided see pages describing the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Objects_Tab Objects Tab]&amp;lt;/span&amp;gt; and &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Track_Tools Tracks Tab]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Spline Shadows===&lt;br /&gt;
Implementation of shadows cast by objects was one of the great steps forward made by Trainz to render a realistic GUI.  Certain objects, notably spline objects with a low profile (such as roads and tracks) should not, of course, cast a shadow. To avoid this problem, the spline must be set down tight against the ground; any gap between the spline and the ground will appear as a dark line (a shadow).  Spline objects conform to variations in slope as the spline is laid, but fixing the spline points (this changes the vertex from a white to a yellow rotating circle) with the &amp;lt;b&amp;gt;Adjust spline height &#039;H&amp;quot;&amp;lt;/b&amp;gt; setting in &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;Spline height &#039;H&#039; &amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;&#039;Spline mode &#039;S&#039;&amp;lt;/b&amp;gt; for &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt;) removes ground conforming between the points.  Small rises now bury the spline and small dips produce a shadow. On a perfectly level board, these particular problems do not occur, although many spline objects will still cast a shadow if not height adjust. The solution is to bring the spline segments back into close conformance with the ground. Two possible approaches &amp;amp;mdash;adjust the spline height or adjust the ground height&amp;amp;mdash;may both need to be utilized wherever on a Route the shadowing is clearly observable.&lt;br /&gt;
&lt;br /&gt;
A first step is to use the &amp;lt;b&amp;gt;&#039;Smooth spline &#039;S&#039;&amp;lt;/b&amp;gt; tool found in the &amp;lt;b&amp;gt;Advanced&amp;lt;/b&amp;gt; section of the Spline Mode menu (same tool is &amp;lt;b&amp;gt;Smooth spline height &#039;S&#039;&amp;lt;/b&amp;gt; in the advanced tools for &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt;). This tool corrects the terrain topography under the spline segment (section between two vertices) clicked on.  The spline is smoothed and the ground brought into conformance with the spline.  But this conformance may or may not eliminate a shadow, depending on the particular asset, as many are created to lie slightly above the ground. The next step is to apply the &amp;lt;b&amp;gt;&#039;Spline height &#039;H&#039;&amp;lt;/b&amp;gt; tool under Advanced )&amp;lt;b&amp;gt;Adjust spline height &#039;H&#039;&amp;lt;/b&amp;gt; for track splines), lowering the vertices while holding down the CTRL key (allows very fine adjustments).  Using the Smooth spline height tool may not be desirable in some situations, as it has an impact over topography some distance from the spline (may level the ground too far out from the road or track). In this case, the ground will need to be raised up to the spline to eliminate the shadow. The tool used is &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Topolgy&amp;lt;/b&amp;gt; menu, putting both Radius and Sensitivity on the absolute lowest settings. The &amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool may need to be employed to make adjustments.  Realize, both tools only operate if clicked on a grid vertex, having no effect if clicked away from a vertex. The tools raise or lower a vertex and the ground &amp;quot;follows&amp;quot; as a surface determined by the surrounding vertices.&lt;br /&gt;
&lt;br /&gt;
Achieving &amp;quot;no shadow&amp;quot; may be impossible in some small parts of a segment due to bending of the spline. Moving the spline point closer to a grid vertex may help. Using spline assets with &amp;quot;skirts&amp;quot; (for example, ballast in track splines) certainly makes the process easier as these have greater height latitude. Simply hiding conspicuous shadows with a grass asset or placing an object like a car on the shadow are other options.&lt;br /&gt;
&lt;br /&gt;
===Backdrops===&lt;br /&gt;
&#039;&#039;&#039;Backdrops&#039;&#039;&#039; are used to create the illusion of distant terrain, enabling builders to set up landscaped horizons such as mountains and cityscapes quicker and with less impact to the frame-rate. To achieve this, a backdrop has a much greater draw distance than other scenery assets so that it is visible from far away (5 km or ~5000 yds). Backdrops are valuable with layouts based on the &amp;lt;b&amp;gt;Linear Model&amp;lt;/b&amp;gt;, particularly where there is minimal topography (steppes and plains), obviating the need to add map squares to create a sense of distance beyond the tracks.  Even in &amp;lt;b&amp;gt;Area Model&amp;lt;/b&amp;gt; layouts backdrops can be used to great advantage, as is aptly demonstrated  by Jango in &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; in which distant villages are skillfully rendered by short backdrops.&lt;br /&gt;
&lt;br /&gt;
Backdrops are provided as either object assets or spline assets. Because these assets are relatively easy to create and typically designed for specific purposes to match the developer&#039;s route, backdrops available on the DLS vary widely in subject and quality. &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Content_ManagerSearch Search]&amp;lt;/span&amp;gt; for &amp;quot;backdrop&amp;quot; in the DLS for access to an extensive number of offerings.&lt;br /&gt;
&lt;br /&gt;
A form of backdrop labeled a &amp;quot;&amp;lt;b&amp;gt;double rise&amp;lt;/b&amp;gt;&amp;quot; is created with the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool. A low hill or objects (for example trees or buildings) are used close by the tracks to obscure the land immediately beyond, which is made to slope downward, then rise up to create the illusion of far distant mountains or hills. The illusion is accomplished by using no objects or small objects to represent very distant trees on the far rise.  Painting and topography also contribute by using muted colors tending to more purple shades.  An example of this approach can be seen in the MSP route &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot;, where a distant snow-capped range is actually much closer to the tracks than would be possible in a narrow layout. The dip between the tracks and the far rise is obscured from view taking away from the viewer cues normally present to assess distance.      &lt;br /&gt;
&lt;br /&gt;
= Coloring (Painting) =&lt;br /&gt;
Coloring the landscape (&amp;quot;ground texturing&amp;quot;) is accomplished with the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Paint_Tools Paint Tool]&amp;lt;/span&amp;gt;&#039;&#039;&#039; &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt; tool. This tool opens a display of all the of the &amp;quot;paints&amp;quot; or tiles residing locally on your computer.  Each combines colors and textures (in 2D) providing hundreds of possible choices for painting the ground.  This tool is a paint brush with the ability, after selecting a tile, of enlarging the tile image (&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture scale &#039;Ctrl [/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;) and changing the tile orientation &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture direction &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;).  The diameter of the brush tool is set by the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Radius &#039;-/+&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dial. A &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get texture &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool turns on a pointer that, when clicked on a painted location on the map, loads the tile in the brush. The loaded tile is shown in the square directly above the &amp;quot;Radius&amp;quot; dial. If you locate a tile by typing a word/name in the box above the tile display columns, the square displaying the loaded tile does not work if you then select a tile using the selection tool, even though the selected tile is likely loaded into the brush. We say &amp;quot;likely&amp;quot; because a painted area can become a combination of several different tiles, with certain tiles dominating the selection tool to the exclusion of what is displayed.&lt;br /&gt;
&lt;br /&gt;
Once a selected tile is loaded, the image can be painted across the terrain. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. To the right of the cloud preview window and boxes to select ambient, sun, and water color is a vertical slider. Clicking on the green dot at the bottom of the time dial turns the slider on for midday.  Now adjust the slider to set a proper brightness; too bright, and your color tile selections will look washed out.&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
[[File:10-m-grid.jpg|300px|left|Baseboard with grid-size of 10-m]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
===Grid Size Effect===&lt;br /&gt;
One reason to not over utilize the 5-m grid size on a layout is the little difference selecting 5-m over 10-m makes for all but limited areas on a Route. Consider just two tiles; say ballast laid along a track cutting through grass.  On a 10-m grid, the ballast tends to flare out in triangles (depending upon the track angle relative to the underlying grid) or not appearing under the track at all in other places.  In the figure at left, the interaction of dry grass tiles and ballast tiles along the track in the distance shows triangles of ballast at 10-m grid setting. On a 5-m grid, this effect is much reduced, similar to that seen along the track in the foreground of the figure.  The ballast is more easily constrained to the vicinity of the track and the line between grass and ballast can be made closer to an expected line parallel with the rails. In essence, a 5-m grid does permit more precision in painting the ground color/texture where multiple colors/textures are interacting. This precision appears to be the only real advantage gained at the expense of an enhanced cost to performance, suggesting careful consideration of which baseboards might really benefit from having a 5-m grid setting. In fairness, the adverse rendering of adjacent tile interaction on a 10-m grid is less noticeable at low angles and can be ameliorated somewhat by using tiles having less contrast. &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Picking tile colors ==&lt;br /&gt;
The number of choices of coloring tiles is large, easily in the hundreds. Picking a suitable tile or combination of tiles is first a matter of deciding what sort of ground you wish to portray. The basic categories are going to be: vegetation, rock, bare soil, and water. Vegetation is likely to occupy the largest area of the map, except in very dry climates (e.g., deserts, dominated by bare soil) and rocky areas with thin soils. Water is discussed in more detail below under &amp;quot;Water Features&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Initially, decide on a suitable &amp;quot;theme&amp;quot; color best representative of the location and type of terrain you intend to emphasize (say, dry grassland) and paint broad areas with this theme color.  The purpose here is to unify your rout&#039;s overall look. Of course, you might have more than one theme color if patches are typical or hills look different than valleys or plains.&lt;br /&gt;
&lt;br /&gt;
=== Tile basics ===&lt;br /&gt;
Coloring the map surface is done by spreading small tiles over the map grid. We call these &amp;quot;tiles&amp;quot; because each is a usually six-sided pattern that is repeated &amp;lt;i&amp;gt;ad infinitum&amp;lt;/i&amp;gt; as it is laid down (painted). On the 10-m grid, the tool places a tile diagonally (NW to SE or NE to SW) only centered on the yellow grid intersections. You can control the area covered by the tool (&amp;lt;b&amp;gt;Radius &amp;quot;-/+&amp;quot;&amp;lt;/b&amp;gt;) and the pattern size (&amp;lt;b&amp;gt;Texture scale &amp;quot;Ctrl [/]&amp;quot;&amp;lt;/b&amp;gt;)&amp;amp;mdash;this is not the area covered, but an enlargement of the actual pattern. Available tiles range from plain color to complex patterns mimicking ground textures of all sorts. Many of these are very good and others, not so good. Because the painting involves laying tiles one after the other, &amp;lt;b&amp;gt;secondary patterns&amp;lt;/b&amp;gt; are almost inevitable. The better texture tiles avoid this.  If a created tile is even a little darker in one part than elsewhere, a secondary pattern will appear. How troublesome these secondary patterns are depends upon the viewed distance. Viewed from the cab, chase, or lineside cameras, secondary patterning is not a huge problem.&lt;br /&gt;
&lt;br /&gt;
= Water Features =&lt;br /&gt;
Of all the various landforms one can create, water features hold the greatest potential for enhancing scenery along a Route. And water is superbly rendered using the water tools found in Surveyor &#039;&#039;&#039;Topology - Get height&#039;&#039;&#039;.  Three tools are provided: &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Add water &#039;W&#039;, Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. An input box for setting water surface height is provided.  The &#039;&#039;Add water&#039;&#039; tool paints a surface in the same manner as coloring, described above.  However, the water surface has unique properties, the most significant being it is transparent and reflective. Improvements in rendering of these properties with each successive Trainz version has certainly been a major contribution to making a realistic CGI.&lt;br /&gt;
&lt;br /&gt;
Painting water establishes a level surface at the setting in the &#039;&#039;water surface height&#039;&#039; box. Expanding this surface always maintains the same height as long as you begin painting from the existing surface (no need to adjust the setting).  The  &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool adjust the entire connected surface all at once, but does not change any other water surfaces on the map not connected to the one being adjusted. Thus, you can create a series of lakes at different elevations so long as the water surfaces of each are not connected. Determine this independence by selecting &amp;lt;b&amp;gt;Wireframe View&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Display Menu&amp;lt;/b&amp;gt; (or pressing &amp;lt;b&amp;gt;F9&amp;lt;/b&amp;gt;). This displays the baseboard in white and the water surface(s) in grey, removing all the painted surfaces.  Use the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool to disconnect close-by water surfaces that you wish to set to different heights. Working upstream of a long river, you can progressively raise the surface of segments at points with rapids, waterfalls, or dams. Just be sure the water surface is broken at these points. An oddity built into the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool is that if you hold down the Shift-Key while raising or lowering the water surface, the surface becomes bendy, going up or down within a limited area, no longer representing a level surface. If you bend it too much, it snaps back to a level surface at some new height. There must be a use for this?&lt;br /&gt;
&lt;br /&gt;
=== Water Color ===&lt;br /&gt;
Because the water surface is transparent, the color of the water feature and/or the nature of the bottom can be established by coloring the underlaying board surface. Creating muddy water or an algae-colored pond then becomes a matter of selecting an underlying color producing the desired result. The intensity of these underwater paints is controlled NOT by the distance between the water surface and the baseboard (water depth), but by distance from a shore. Over a baseboard without coloring, water has a color based on settings as described in the next paragraph; the board grid shows through for a distance up to about 40 m (130 ft) from a shore.  Beyond that, the bottom fades away (no matter how colored) and water color darkens. This property is one of the great improvements made between TRS2012 and TRS2019 versions. Essentially, realistic deep water is built in and need not be rendered by painting the bottom with progressively darker color or physically lowering the surface (which never worked anyway).  Thus, the offshore bottom need not be any deeper than the nearshore shoaling.  Ocean depths are not rendered by grid depth or coloring; you can bother to color or not color deep water bottom.  See &amp;quot;ocean and large lakes&amp;quot; below to learn how to tweak the color of deep water on your route. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. Here you can set the color of your water features (one setting sets all).  Make sure the time dial is pointing straight down (noon) and click on the green dot below it.  Selecting any dot turns on the tools that establish the color ambiance of the Route at the time of day represented by the position of the green dot, but starting with noon is most influential for the daylight hours. The three boxes to the right of the cloud preview determine what the color dials will influence; the bottom box is &amp;lt;b&amp;gt;water color&amp;lt;/b&amp;gt;. Selecting that box and then tweaking the red, green, and blue color dials allows setting water color over a wide range.  The vertical slider to right sets the overall brightness of the scene (not just water).  A well illustrated description of setting water color is found at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Water_Colour Environment Tools - Water Colour]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Water Surface===&lt;br /&gt;
&lt;br /&gt;
In addition to transparency and reflectivity, the water surface in Trainz has a third unique property: that of water surface condition. Nine different &amp;quot;sea state&amp;quot; conditions are available under &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt;. Select &amp;lt;b&amp;gt;Environment&amp;lt;/b&amp;gt; (sun rising icon) and note &amp;lt;b&amp;gt;Water&amp;lt;/b&amp;gt; (2nd from bottom).  Click on the text window to produce a list of available options. If your water surface is showing behind the &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt; window, you will see instantly the effect of changing the water surface property from &amp;quot;glassy&amp;quot; through &amp;quot;rough&amp;quot;. The setting will apply to all the water surfaces created on your route, so you may have to compromise if you have both ocean and inland lake/pond water features. Click on &amp;quot;&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;&amp;quot; (top right)&amp;amp;mdash;your selection is saved and the window closed (see also &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Set_the_Water_Surface Environment Tools - Set Water Surface]&amp;lt;/span&amp;gt;).&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Two other choices (selected on the left) are &amp;lt;b&amp;gt;Environment -&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The water surface color is influenced by the sky. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rivers and Streams ===&lt;br /&gt;
Several options exist for rendering a river or stream on a route map. The most direct and perhaps easiest to create is a narrow, linear basin with a water surface. Painting the water surface confined by a topography of banks and detailed with appropriate bank and bottom coloring tiles produces a very satisfactory aquatic feature that can be lined with trees, shrubs, and/or grasses.  Important to remember in creating the course of the feature is to develop meanders and bends, minimizing long straight segments. &lt;br /&gt;
&lt;br /&gt;
In a landscape of topographic relief (mountainous), extending a linear feature with the level water surface may prove impractical, requiring that the water surface be broken up into unconnected segments that can rise step-like as the stream extends upslope.  A good example of how to &amp;quot;connect&amp;quot; these segments is provided in the MPS Route, &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot; where a wild river is depicted flowing from tributaries and lakes down to a coastal estuary. &lt;br /&gt;
&lt;br /&gt;
=== Ocean and large lakes ===&lt;br /&gt;
Sea coasts and large lakes are extensive water features extending out to a distant horizon.  Several baseboards out is sufficient, unless higher elevation views are anticipated (for example, a track laid well above the shore).  Because depth does not influence the appearance of the water body (see &amp;quot;water color&amp;quot; above), the ocean or lake baseboard  can be a level surface only a little below the water surface. Coloring the board is optional, except close to the shore where the map grid (&amp;quot;Grid (PBR)&amp;quot;) is visible.   If the &amp;quot;horizon&amp;quot;&amp;amp;mdash;the outermost baseboard&amp;amp;mdash;is kept to a line of baseboards oriented east-west or north-south, the appearance will be a natural one blending into the sky. However, if these horizon baseboards jog inward or outward, the sides of one or more baseboards (which are actually three dimensional blocks) will be seen (&amp;quot;World Edge&amp;quot; effect) from some points on the land. Pushing the horizon further out will reduce this obvious break in the horizon line to some degree, but not completely eliminate it. Placing a far shore (or another land) or an appropriate backdrop can solve this problem. &lt;br /&gt;
&lt;br /&gt;
It is possible to overcome the disappearance of bottom with distance from shore and, for example, create an offshore reef or shoal or just extensive shallow water with a unique bottom type or color.  Choose an area to create this and raise the bottom to just &amp;lt;u&amp;gt;above&amp;lt;/u&amp;gt; the water surface using the &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; tool set at low sensitivity. Then lower the area (&amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool) to just &amp;lt;u&amp;gt;below&amp;lt;/u&amp;gt; the water surface; the grid (or bottom color) will disappear. Now, click anywhere on the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool.  This has the effect of resetting the display relationship between the water surface and the bottom for the entire baseboard. The shoaled area, without any shore, will reappear and can be colored as sand or mud.  You can expand the shoal with the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool set at high sensitivity and wide radius. Although it may appear that nothing is happening as you do this, clicking the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool will reveal the change you are making. Switching to &amp;lt;b&amp;gt;Map View&amp;lt;/b&amp;gt; under the Camera Menu will show the bottom display as light blue for deep water (bottom not visible), light grey for visible but fading bottom, and dark grey (or some color if not &amp;quot;Grid (PBR)&amp;quot;) for shoal bottom.  Curiously, returning these areas to &amp;quot;deep water&amp;quot; will remove the shoal, but have no impact on the color scheme displayed in Map View (in Trainz Plus; could be adjusted in earlier Trainz builds).&lt;br /&gt;
&lt;br /&gt;
=Problems=&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;i&amp;gt;.... List problems here&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using the shortcut key, cap &#039;S&#039;, will crash the program in the latest version of &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--The paint &amp;quot;MineralWater3&amp;quot; produces an intense aquamarine with a pattern of waves. Other mostly white paints can mimic crashing waves or rough water. &amp;quot;ALWater 2&amp;quot; can mimic waves along a shore.--&amp;gt; &lt;br /&gt;
&amp;lt;!-- BEGIN bugs table --&amp;gt;&lt;br /&gt;
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&amp;lt;td&amp;gt;[[file:Bug.png|link=]]&amp;lt;/td&amp;gt;&lt;br /&gt;
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The &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; tool discussed above to set ambient brightness and water color lacks a &amp;quot;save&amp;quot; button. To complete your actions and presumably &amp;quot;save&amp;quot; your settings, you can only close the window. However, this action alone will &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; save your settings.  Before closing surveyor you must make some other change to the map board, then save the session.&lt;br /&gt;
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----&lt;br /&gt;
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=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;td&amp;gt;[[file:TrainzWiki.png|link=]]&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
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[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30392</id>
		<title>How to Make Good Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30392"/>
		<updated>2021-10-05T03:05:06Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Options to eliminate shadows&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz aficionados are a diverse group with varied interests in one or more of the multiple aspects of this game.  Developing the scenery that surrounds the tracks is one such aspect, but one that only a few have really mastered.  This How-To page will introduce those interested in improving the look of their route to techniques they can learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For every route builder, the first consideration is achieving a scenery consistent with the landscape they are mimicking.  Choice of objects, particularly vegetation (types of trees, for example.), is perhaps primary but topography&amp;amp;mdash;creating the terrain of hills, mountains, gullies, etc.&amp;amp;mdash;is of equal importance and should be the starting point for a new route or expansion of an existing route.  Another rule requiring consideration is the &amp;quot;decrease detail with distance&amp;quot; rule. The computer will attempt to render everything you have added within a scene, a scene that is constantly moving with the train being operated. Great detail may be called for close to the track, but not at distances far from the track; details should decrease with distance on the premise that no one is really going to notice them, no matter how much fun they might be to create, and rendering them places a cost on performance.&lt;br /&gt;
&lt;br /&gt;
= Layout =&lt;br /&gt;
&lt;br /&gt;
The first thing to understand about layout of a Route is the &amp;lt;b&amp;gt;ground type&amp;lt;/b&amp;gt;. From TS2009 onward, Trainz releases have included two ground types:&lt;br /&gt;
* &#039;&#039;&#039;classic, 10-m grid&#039;&#039;&#039; - the original Trainz ground type and the default;&lt;br /&gt;
* &#039;&#039;&#039;classic, 5-m grid&#039;&#039;&#039; - ground type using the classic texturing technique, but storing four times the number of sample points.&lt;br /&gt;
The 5-m grid is great for fine detail close to the track but, as always, with an increase in detail comes a potential impact on performance. A mix of 10- and 5-m grids can be utilized: the 5-m grid used near the track where high detail is desirable, the 10-m grid in all other places. Implementing grid type is discussed elsewhere (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Ground_Types Ground Types]&amp;lt;/span&amp;gt;&#039;&#039;) but realize that the grid type is set independently for each [[baseboard]] and not some portion of a baseboard.  Only the &amp;lt;b&amp;gt;Paint&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tools are impacted by the grid size setting. &lt;br /&gt;
&lt;br /&gt;
With respect to the layout of a Route or Map, Trainz users tend to follow one of two models: the &#039;&#039;&#039;Linear&#039;&#039;&#039; model or the &#039;&#039;&#039;Area&#039;&#039;&#039; model.  Placement of [[baseboard]]s end to end allows the Linear model to develop long track runs with minimal effort. An excellent example is &amp;quot;Belarusian woodland&amp;quot; by Oleg Khim.  The Area model (a large map of many baseboard squares) takes more effort but can better render distant scenery.  Excellent examples of this style are &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; by jango and &amp;quot;Bodmin &amp;amp; Wenford Railway TRS2019&amp;quot; by marky7890. The two layouts styles are sometimes combined: area style layouts used for places of cities, dense industries, and complex train yards connected by long runs of linear style layouts. An example approaching this mixed style is &amp;quot;Coal Country&amp;quot; by Scratchy and &amp;quot;Rodnye Prostory - SND&amp;quot; by TrainzLagutin 1995.  Note that layout choice is independent of prototypical vs. imaginary route design. However, scenery choices will be influenced by the model you choose to employ.&lt;br /&gt;
&lt;br /&gt;
With the Linear model, the edge of the baseboard is always a short distance away from the track, dictating specific scenery choices to obscure this fact from the view of the train. The Area model is especially suitable to creating  mountainous country, such as depicted in &amp;quot;TRS19 Canadian Rocky Mountains - Viktor Lake to Ross Peak &amp;amp; Glacier&amp;quot; by RoysTrainz. Mountains that rise high above the track elevation require space to gain that elevation without displaying unreal slopes  and &amp;quot;TRS2019 Canadian Rocky Mountains Ottertail to Castle Jct&amp;quot; by RoysTrainz shows just how big a map is needed to provide massive mountain peaks. The Area model can also be used to compress a lot of track in a small baseboard set by separating track areas with tall features (hills or backdrops). This layout &amp;quot;folds&amp;quot; a Linear track into an Area layout following techniques used by model railroad builders/designers. &lt;br /&gt;
&lt;br /&gt;
===Edge of World ===&lt;br /&gt;
No matter the size of the layout developed, the reality is your world map will have an edge.  If a square or rectangular configuration of baseboards is maintained with expansion, this edge will simply appear as the end of the world so long as your viewpoint remains on the map. However, with the &amp;lt;b&amp;gt;Linear&amp;lt;/b&amp;gt; style especially, maintaining a rectangular or square map is not possible for routes of any size. On flat terrain, the view from close to the tracks can show the sides of baseboards at the margins in what has been dubbed the &amp;quot;world edge effect&amp;quot;. Fortunately, this problem can be reduced or avoided in a number of different ways. Here, we list the following aids to hide the &amp;quot;world edge&amp;quot;:&lt;br /&gt;
* behind scenery objects;&lt;br /&gt;
* behind backdrops or a &amp;quot;double rise&amp;quot; (topography);&lt;br /&gt;
* behind higher elevation topography (hills or mountains);&lt;br /&gt;
* by extending water (ocean or large lake) to the &amp;quot;horizon&amp;quot;.&lt;br /&gt;
Each is discussed below under the appropriate subject. &lt;br /&gt;
&lt;br /&gt;
= Hills and Valleys =&lt;br /&gt;
&lt;br /&gt;
Enhancing topography changes a flat baseboard into one with hills and valleys, opening up opportunities for road and railroad cuts, viaducts and bridges, and, of course, tunnels.  Varied topography establishes glimpses of the wider world as a train moves down the track.  Of course, a generally flat terrain is realistic for many parts of the world and certainly not a &#039;bad&#039; thing. Topography on a Route is developed using the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology tool]&#039;&#039;&#039;&amp;lt;/span&amp;gt; in Surveyor mode (correct term would be &amp;quot;topography&amp;quot;).  The top row in this tool menu has settings for &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;A&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.  These settings determine what the topography tool will do when applied to the surface of the map and a selection must be made before the tool will work. However, before applying, set the radius and sensitivity of the tool with the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Cursor radius &#039;+/-&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sensitivity &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dials, respectively.  The next row has additional settings, the most useful of which is on the right: the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting.  The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get height &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting appears to do nothing in Trainz2019. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Use height &#039;H&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting  sets the topography tool to draw the ground at the height setting entered in the box to the left. &lt;br /&gt;
&lt;br /&gt;
The process of creating a varied terrain starts by raising (and perhaps lowering) the ground surface using moderate radius and sensitivity settings. Practice using different settings for radius and sensitivity to develop skill in using this tool.  Once the basic terrain has been established, the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting can be an excellent smoothing tool.  Set the sensitivity high and the radius on however large an area is to be smoothed (best results are achieved using a high radius setting).  The Plateau setting uses the elevation at the tool center; moving it quickly over a limited area and regularly resetting the center point will change a rough surface into a smooth slope.  Again, practice  is necessary to acquire this skill.  Assuming your tracks are already in place, this setting (with radius set at small) allows you to bring slopes in close for realistic cuts or fills near the line. &lt;br /&gt;
  &lt;br /&gt;
= Object and Spline Assets =&lt;br /&gt;
Two types of assets exist in Trainz: &amp;lt;b&amp;gt;objects&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;splines&amp;lt;/b&amp;gt;.  In surveyor mode, scenery objects are added and manipulated using the Objects Menu reached by clicking on the &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt; tab. Tracks and objects directly related to tracks are dealt with separately under the &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; tab. For explanations on the various tools and settings provided see pages describing the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Objects_Tab Objects Tab]&amp;lt;/span&amp;gt; and &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Track_Tools Tracks Tab]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Spline Shadows===&lt;br /&gt;
Implementation of shadows cast by objects was one of the great steps forward made by Trainz to render a realistic GUI.  Certain objects, notably spline objects with a low profile (such as roads and tracks) should not, of course, cast a shadow. To avoid this problem, the spline must be set down tight against the ground; any gap between the spline and the ground will appear as a dark line (a shadow).  Spline objects conform to variations in slope as the spline is laid, but fixing the spline points (this changes the vertex from a white to a yellow rotating circle) with the &amp;lt;b&amp;gt;Adjust spline height &#039;H&amp;quot;&amp;lt;/b&amp;gt; setting in &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;Spline height &#039;H&#039; &amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;&#039;Spline mode &#039;S&#039;&amp;lt;/b&amp;gt; for &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt;) removes ground conforming between the points.  Small rises now bury the spline and small dips produce a shadow. On a perfectly level board, these particular problems do not occur, although many spline objects will still cast a shadow if not height adjust. The solution is to bring the spline segments back into close conformance with the ground. Two possible approaches &amp;amp;mdash;adjust the spline height or adjust the ground height&amp;amp;mdash;may both need to be utilized wherever on a Route the shadowing is clearly observable.&lt;br /&gt;
&lt;br /&gt;
A first step is to use the &amp;lt;b&amp;gt;&#039;Smooth spline &#039;S&#039;&amp;lt;/b&amp;gt; tool found in the &amp;lt;b&amp;gt;Advanced&amp;lt;/b&amp;gt; section of the Spline Mode menu (same tool is &amp;lt;b&amp;gt;Smooth spline height &#039;S&#039;&amp;lt;/b&amp;gt; in the advanced tools for &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt;). This tool corrects the terrain topography under the spline segment (section between two vertices) clicked on.  The spline is smoothed and the ground brought into conformance with the spline.  But this conformance may or may not eliminate a shadow, depending on the particular asset, as many are created to lie slightly above the ground. The next step is to apply the &amp;lt;b&amp;gt;&#039;Spline height &#039;H&#039;&amp;lt;/b&amp;gt; tool under Advanced )&amp;lt;b&amp;gt;Adjust spline height &#039;H&#039;&amp;lt;/b&amp;gt; for track splines), lowering the vertices while holding down the CTRL key (allows very fine adjustments).  Using the Smooth spline height tool may not be desirable in some situations, as it has an impact over topography some distance from the spline (may level the ground too far out from the road or track). In this case, the ground will need to be raised up to the spline to eliminate the shadow. The tool used is &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Topolgy&amp;lt;/b&amp;gt; menu, putting both Radius and Sensitivity on the absolute lowest settings.  The &amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool may need to be employed to make adjustments.  Realize, both tools only operate if clicked on a grid vertex, having no effect if clicked away from a vertex.  The tools raise or lower a vertex and the ground &amp;quot;follows&amp;quot; ass a surface determined by the surrounding vertices.&lt;br /&gt;
&lt;br /&gt;
Achieving &amp;quot;no shadow&amp;quot; may be impossible in some small parts of a segment due to bending of the spline. Moving the spline point closer to a grid vertex may help. Using spline assets with &amp;quot;skirts&amp;quot; (for example, ballast in track splines) certainly makes the process easier as these have greater height latitude. Simply hiding conspicuous shadows with a grass asset or placing an object like a car on the shadow are other options.&lt;br /&gt;
&lt;br /&gt;
===Backdrops===&lt;br /&gt;
&#039;&#039;&#039;Backdrops&#039;&#039;&#039; are used to create the illusion of distant terrain, enabling builders to set up landscaped horizons such as mountains and cityscapes quicker and with less impact to the frame-rate. To achieve this, a backdrop has a much greater draw distance than other scenery assets so that it is visible from far away (5 km or ~5000 yds). Backdrops are valuable with layouts based on the &amp;lt;b&amp;gt;Linear Model&amp;lt;/b&amp;gt;, particularly where there is minimal topography (steppes and plains), obviating the need to add map squares to create a sense of distance beyond the tracks.  Even in &amp;lt;b&amp;gt;Area Model&amp;lt;/b&amp;gt; layouts backdrops can be used to great advantage, as is aptly demonstrated  by Jango in &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; in which distant villages are skillfully rendered by short backdrops.&lt;br /&gt;
&lt;br /&gt;
Backdrops are provided as either object assets or spline assets. Because these assets are relatively easy to create and typically designed for specific purposes to match the developer&#039;s route, backdrops available on the DLS vary widely in subject and quality. &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Content_ManagerSearch Search]&amp;lt;/span&amp;gt; for &amp;quot;backdrop&amp;quot; in the DLS for access to an extensive number of offerings.&lt;br /&gt;
&lt;br /&gt;
A form of backdrop labeled a &amp;quot;&amp;lt;b&amp;gt;double rise&amp;lt;/b&amp;gt;&amp;quot; is created with the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool. A low hill or objects (for example trees or buildings) are used close by the tracks to obscure the land immediately beyond, which is made to slope downward, then rise up to create the illusion of far distant mountains or hills. The illusion is accomplished by using no objects or small objects to represent very distant trees on the far rise.  Painting and topography also contribute by using muted colors tending to more purple shades.  An example of this approach can be seen in the MSP route &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot;, where a distant snow-capped range is actually much closer to the tracks than would be possible in a narrow layout. The dip between the tracks and the far rise is obscured from view taking away from the viewer cues normally present to assess distance.      &lt;br /&gt;
&lt;br /&gt;
= Coloring (Painting) =&lt;br /&gt;
Coloring the landscape (&amp;quot;ground texturing&amp;quot;) is accomplished with the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Paint_Tools Paint Tool]&amp;lt;/span&amp;gt;&#039;&#039;&#039; &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt; tool. This tool opens a display of all the of the &amp;quot;paints&amp;quot; or tiles residing locally on your computer.  Each combines colors and textures (in 2D) providing hundreds of possible choices for painting the ground.  This tool is a paint brush with the ability, after selecting a tile, of enlarging the tile image (&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture scale &#039;Ctrl [/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;) and changing the tile orientation &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture direction &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;).  The diameter of the brush tool is set by the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Radius &#039;-/+&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dial. A &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get texture &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool turns on a pointer that, when clicked on a painted location on the map, loads the tile in the brush. The loaded tile is shown in the square directly above the &amp;quot;Radius&amp;quot; dial. If you locate a tile by typing a word/name in the box above the tile display columns, the square displaying the loaded tile does not work if you then select a tile using the selection tool, even though the selected tile is likely loaded into the brush. We say &amp;quot;likely&amp;quot; because a painted area can become a combination of several different tiles, with certain tiles dominating the selection tool to the exclusion of what is displayed.&lt;br /&gt;
&lt;br /&gt;
Once a selected tile is loaded, the image can be painted across the terrain. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. To the right of the cloud preview window and boxes to select ambient, sun, and water color is a vertical slider. Clicking on the green dot at the bottom of the time dial turns the slider on for midday.  Now adjust the slider to set a proper brightness; too bright, and your color tile selections will look washed out.&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
[[File:10-m-grid.jpg|300px|left|Baseboard with grid-size of 10-m]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
===Grid Size Effect===&lt;br /&gt;
One reason to not over utilize the 5-m grid size on a layout is the little difference selecting 5-m over 10-m makes for all but limited areas on a Route. Consider just two tiles; say ballast laid along a track cutting through grass.  On a 10-m grid, the ballast tends to flare out in triangles (depending upon the track angle relative to the underlying grid) or not appearing under the track at all in other places.  In the figure at left, the interaction of dry grass tiles and ballast tiles along the track in the distance shows triangles of ballast at 10-m grid setting. On a 5-m grid, this effect is much reduced, similar to that seen along the track in the foreground of the figure.  The ballast is more easily constrained to the vicinity of the track and the line between grass and ballast can be made closer to an expected line parallel with the rails. In essence, a 5-m grid does permit more precision in painting the ground color/texture where multiple colors/textures are interacting. This precision appears to be the only real advantage gained at the expense of an enhanced cost to performance, suggesting careful consideration of which baseboards might really benefit from having a 5-m grid setting. In fairness, the adverse rendering of adjacent tile interaction on a 10-m grid is less noticeable at low angles and can be ameliorated somewhat by using tiles having less contrast. &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Picking tile colors ==&lt;br /&gt;
The number of choices of coloring tiles is large, easily in the hundreds. Picking a suitable tile or combination of tiles is first a matter of deciding what sort of ground you wish to portray. The basic categories are going to be: vegetation, rock, bare soil, and water. Vegetation is likely to occupy the largest area of the map, except in very dry climates (e.g., deserts, dominated by bare soil) and rocky areas with thin soils. Water is discussed in more detail below under &amp;quot;Water Features&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Initially, decide on a suitable &amp;quot;theme&amp;quot; color best representative of the location and type of terrain you intend to emphasize (say, dry grassland) and paint broad areas with this theme color.  The purpose here is to unify your rout&#039;s overall look. Of course, you might have more than one theme color if patches are typical or hills look different than valleys or plains.&lt;br /&gt;
&lt;br /&gt;
=== Tile basics ===&lt;br /&gt;
Coloring the map surface is done by spreading small tiles over the map grid. We call these &amp;quot;tiles&amp;quot; because each is a usually six-sided pattern that is repeated &amp;lt;i&amp;gt;ad infinitum&amp;lt;/i&amp;gt; as it is laid down (painted). On the 10-m grid, the tool places a tile diagonally (NW to SE or NE to SW) only centered on the yellow grid intersections. You can control the area covered by the tool (&amp;lt;b&amp;gt;Radius &amp;quot;-/+&amp;quot;&amp;lt;/b&amp;gt;) and the pattern size (&amp;lt;b&amp;gt;Texture scale &amp;quot;Ctrl [/]&amp;quot;&amp;lt;/b&amp;gt;)&amp;amp;mdash;this is not the area covered, but an enlargement of the actual pattern. Available tiles range from plain color to complex patterns mimicking ground textures of all sorts. Many of these are very good and others, not so good. Because the painting involves laying tiles one after the other, &amp;lt;b&amp;gt;secondary patterns&amp;lt;/b&amp;gt; are almost inevitable. The better texture tiles avoid this.  If a created tile is even a little darker in one part than elsewhere, a secondary pattern will appear. How troublesome these secondary patterns are depends upon the viewed distance. Viewed from the cab, chase, or lineside cameras, secondary patterning is not a huge problem.&lt;br /&gt;
&lt;br /&gt;
= Water Features =&lt;br /&gt;
Of all the various landforms one can create, water features hold the greatest potential for enhancing scenery along a Route. And water is superbly rendered using the water tools found in Surveyor &#039;&#039;&#039;Topology - Get height&#039;&#039;&#039;.  Three tools are provided: &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Add water &#039;W&#039;, Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. An input box for setting water surface height is provided.  The &#039;&#039;Add water&#039;&#039; tool paints a surface in the same manner as coloring, described above.  However, the water surface has unique properties, the most significant being it is transparent and reflective. Improvements in rendering of these properties with each successive Trainz version has certainly been a major contribution to making a realistic CGI.&lt;br /&gt;
&lt;br /&gt;
Painting water establishes a level surface at the setting in the &#039;&#039;water surface height&#039;&#039; box. Expanding this surface always maintains the same height as long as you begin painting from the existing surface (no need to adjust the setting).  The  &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool adjust the entire connected surface all at once, but does not change any other water surfaces on the map not connected to the one being adjusted. Thus, you can create a series of lakes at different elevations so long as the water surfaces of each are not connected. Determine this independence by selecting &amp;lt;b&amp;gt;Wireframe View&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Display Menu&amp;lt;/b&amp;gt; (or pressing &amp;lt;b&amp;gt;F9&amp;lt;/b&amp;gt;). This displays the baseboard in white and the water surface(s) in grey, removing all the painted surfaces.  Use the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool to disconnect close-by water surfaces that you wish to set to different heights. Working upstream of a long river, you can progressively raise the surface of segments at points with rapids, waterfalls, or dams. Just be sure the water surface is broken at these points. An oddity built into the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool is that if you hold down the Shift-Key while raising or lowering the water surface, the surface becomes bendy, going up or down within a limited area, no longer representing a level surface. If you bend it too much, it snaps back to a level surface at some new height. There must be a use for this?&lt;br /&gt;
&lt;br /&gt;
=== Water Color ===&lt;br /&gt;
Because the water surface is transparent, the color of the water feature and/or the nature of the bottom can be established by coloring the underlaying board surface. Creating muddy water or an algae-colored pond then becomes a matter of selecting an underlying color producing the desired result. The intensity of these underwater paints is controlled NOT by the distance between the water surface and the baseboard (water depth), but by distance from a shore. Over a baseboard without coloring, water has a color based on settings as described in the next paragraph; the board grid shows through for a distance up to about 40 m (130 ft) from a shore.  Beyond that, the bottom fades away (no matter how colored) and water color darkens. This property is one of the great improvements made between TRS2012 and TRS2019 versions. Essentially, realistic deep water is built in and need not be rendered by painting the bottom with progressively darker color or physically lowering the surface (which never worked anyway).  Thus, the offshore bottom need not be any deeper than the nearshore shoaling.  Ocean depths are not rendered by grid depth or coloring; you can bother to color or not color deep water bottom.  See &amp;quot;ocean and large lakes&amp;quot; below to learn how to tweak the color of deep water on your route. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. Here you can set the color of your water features (one setting sets all).  Make sure the time dial is pointing straight down (noon) and click on the green dot below it.  Selecting any dot turns on the tools that establish the color ambiance of the Route at the time of day represented by the position of the green dot, but starting with noon is most influential for the daylight hours. The three boxes to the right of the cloud preview determine what the color dials will influence; the bottom box is &amp;lt;b&amp;gt;water color&amp;lt;/b&amp;gt;. Selecting that box and then tweaking the red, green, and blue color dials allows setting water color over a wide range.  The vertical slider to right sets the overall brightness of the scene (not just water).  A well illustrated description of setting water color is found at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Water_Colour Environment Tools - Water Colour]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Water Surface===&lt;br /&gt;
&lt;br /&gt;
In addition to transparency and reflectivity, the water surface in Trainz has a third unique property: that of water surface condition. Nine different &amp;quot;sea state&amp;quot; conditions are available under &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt;. Select &amp;lt;b&amp;gt;Environment&amp;lt;/b&amp;gt; (sun rising icon) and note &amp;lt;b&amp;gt;Water&amp;lt;/b&amp;gt; (2nd from bottom).  Click on the text window to produce a list of available options. If your water surface is showing behind the &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt; window, you will see instantly the effect of changing the water surface property from &amp;quot;glassy&amp;quot; through &amp;quot;rough&amp;quot;. The setting will apply to all the water surfaces created on your route, so you may have to compromise if you have both ocean and inland lake/pond water features. Click on &amp;quot;&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;&amp;quot; (top right)&amp;amp;mdash;your selection is saved and the window closed (see also &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Set_the_Water_Surface Environment Tools - Set Water Surface]&amp;lt;/span&amp;gt;).&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Two other choices (selected on the left) are &amp;lt;b&amp;gt;Environment -&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The water surface color is influenced by the sky. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rivers and Streams ===&lt;br /&gt;
Several options exist for rendering a river or stream on a route map. The most direct and perhaps easiest to create is a narrow, linear basin with a water surface. Painting the water surface confined by a topography of banks and detailed with appropriate bank and bottom coloring tiles produces a very satisfactory aquatic feature that can be lined with trees, shrubs, and/or grasses.  Important to remember in creating the course of the feature is to develop meanders and bends, minimizing long straight segments. &lt;br /&gt;
&lt;br /&gt;
In a landscape of topographic relief (mountainous), extending a linear feature with the level water surface may prove impractical, requiring that the water surface be broken up into unconnected segments that can rise step-like as the stream extends upslope.  A good example of how to &amp;quot;connect&amp;quot; these segments is provided in the MPS Route, &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot; where a wild river is depicted flowing from tributaries and lakes down to a coastal estuary. &lt;br /&gt;
&lt;br /&gt;
=== Ocean and large lakes ===&lt;br /&gt;
Sea coasts and large lakes are extensive water features extending out to a distant horizon.  Several baseboards out is sufficient, unless higher elevation views are anticipated (for example, a track laid well above the shore).  Because depth does not influence the appearance of the water body (see &amp;quot;water color&amp;quot; above), the ocean or lake baseboard  can be a level surface only a little below the water surface. Coloring the board is optional, except close to the shore where the map grid (&amp;quot;Grid (PBR)&amp;quot;) is visible.   If the &amp;quot;horizon&amp;quot;&amp;amp;mdash;the outermost baseboard&amp;amp;mdash;is kept to a line of baseboards oriented east-west or north-south, the appearance will be a natural one blending into the sky. However, if these horizon baseboards jog inward or outward, the sides of one or more baseboards (which are actually three dimensional blocks) will be seen (&amp;quot;World Edge&amp;quot; effect) from some points on the land. Pushing the horizon further out will reduce this obvious break in the horizon line to some degree, but not completely eliminate it. Placing a far shore (or another land) or an appropriate backdrop can solve this problem. &lt;br /&gt;
&lt;br /&gt;
It is possible to overcome the disappearance of bottom with distance from shore and, for example, create an offshore reef or shoal or just extensive shallow water with a unique bottom type or color.  Choose an area to create this and raise the bottom to just &amp;lt;u&amp;gt;above&amp;lt;/u&amp;gt; the water surface using the &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; tool set at low sensitivity. Then lower the area (&amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool) to just &amp;lt;u&amp;gt;below&amp;lt;/u&amp;gt; the water surface; the grid (or bottom color) will disappear. Now, click anywhere on the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool.  This has the effect of resetting the display relationship between the water surface and the bottom for the entire baseboard. The shoaled area, without any shore, will reappear and can be colored as sand or mud.  You can expand the shoal with the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool set at high sensitivity and wide radius. Although it may appear that nothing is happening as you do this, clicking the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool will reveal the change you are making. Switching to &amp;lt;b&amp;gt;Map View&amp;lt;/b&amp;gt; under the Camera Menu will show the bottom display as light blue for deep water (bottom not visible), light grey for visible but fading bottom, and dark grey (or some color if not &amp;quot;Grid (PBR)&amp;quot;) for shoal bottom.  Curiously, returning these areas to &amp;quot;deep water&amp;quot; will remove the shoal, but have no impact on the color scheme displayed in Map View (in Trainz Plus; could be adjusted in earlier Trainz builds).&lt;br /&gt;
&lt;br /&gt;
=Problems=&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;i&amp;gt;.... List problems here&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using the shortcut key, cap &#039;S&#039;, will crash the program in the latest version of &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--The paint &amp;quot;MineralWater3&amp;quot; produces an intense aquamarine with a pattern of waves. Other mostly white paints can mimic crashing waves or rough water. &amp;quot;ALWater 2&amp;quot; can mimic waves along a shore.--&amp;gt; &lt;br /&gt;
&amp;lt;!-- BEGIN bugs table --&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ff0000&amp;gt; 								&lt;br /&gt;
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&amp;lt;td&amp;gt;[[file:Bug.png|link=]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
The &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; tool discussed above to set ambient brightness and water color lacks a &amp;quot;save&amp;quot; button. To complete your actions and presumably &amp;quot;save&amp;quot; your settings, you can only close the window. However, this action alone will &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; save your settings.  Before closing surveyor you must make some other change to the map board, then save the session.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/table&amp;gt;		&lt;br /&gt;
----&lt;br /&gt;
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=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[file:TrainzWiki.png|link=]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30391</id>
		<title>How to Make Good Scenery</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Make_Good_Scenery&amp;diff=30391"/>
		<updated>2021-10-05T02:42:28Z</updated>

		<summary type="html">&lt;p&gt;Sourtoe: Expanding fixing spline shadows&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz aficionados are a diverse group with varied interests in one or more of the multiple aspects of this game.  Developing the scenery that surrounds the tracks is one such aspect, but one that only a few have really mastered.  This How-To page will introduce those interested in improving the look of their route to techniques they can learn and apply.  Although scenery objects (assets) are important and will be discussed, the focus here is on the landscape itself: the use of the &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (sic) and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt;&#039;&#039;&#039; tools in Surveyor Mode. Although applicable to any version of Trainz, the text is based on the tools and renderings available in &#039;&#039;&#039;TRS2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For every route builder, the first consideration is achieving a scenery consistent with the landscape they are mimicking.  Choice of objects, particularly vegetation (types of trees, for example.), is perhaps primary but topography&amp;amp;mdash;creating the terrain of hills, mountains, gullies, etc.&amp;amp;mdash;is of equal importance and should be the starting point for a new route or expansion of an existing route.  Another rule requiring consideration is the &amp;quot;decrease detail with distance&amp;quot; rule. The computer will attempt to render everything you have added within a scene, a scene that is constantly moving with the train being operated. Great detail may be called for close to the track, but not at distances far from the track; details should decrease with distance on the premise that no one is really going to notice them, no matter how much fun they might be to create, and rendering them places a cost on performance.&lt;br /&gt;
&lt;br /&gt;
= Layout =&lt;br /&gt;
&lt;br /&gt;
The first thing to understand about layout of a Route is the &amp;lt;b&amp;gt;ground type&amp;lt;/b&amp;gt;. From TS2009 onward, Trainz releases have included two ground types:&lt;br /&gt;
* &#039;&#039;&#039;classic, 10-m grid&#039;&#039;&#039; - the original Trainz ground type and the default;&lt;br /&gt;
* &#039;&#039;&#039;classic, 5-m grid&#039;&#039;&#039; - ground type using the classic texturing technique, but storing four times the number of sample points.&lt;br /&gt;
The 5-m grid is great for fine detail close to the track but, as always, with an increase in detail comes a potential impact on performance. A mix of 10- and 5-m grids can be utilized: the 5-m grid used near the track where high detail is desirable, the 10-m grid in all other places. Implementing grid type is discussed elsewhere (see &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Ground_Types Ground Types]&amp;lt;/span&amp;gt;&#039;&#039;) but realize that the grid type is set independently for each [[baseboard]] and not some portion of a baseboard.  Only the &amp;lt;b&amp;gt;Paint&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tools are impacted by the grid size setting. &lt;br /&gt;
&lt;br /&gt;
With respect to the layout of a Route or Map, Trainz users tend to follow one of two models: the &#039;&#039;&#039;Linear&#039;&#039;&#039; model or the &#039;&#039;&#039;Area&#039;&#039;&#039; model.  Placement of [[baseboard]]s end to end allows the Linear model to develop long track runs with minimal effort. An excellent example is &amp;quot;Belarusian woodland&amp;quot; by Oleg Khim.  The Area model (a large map of many baseboard squares) takes more effort but can better render distant scenery.  Excellent examples of this style are &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; by jango and &amp;quot;Bodmin &amp;amp; Wenford Railway TRS2019&amp;quot; by marky7890. The two layouts styles are sometimes combined: area style layouts used for places of cities, dense industries, and complex train yards connected by long runs of linear style layouts. An example approaching this mixed style is &amp;quot;Coal Country&amp;quot; by Scratchy and &amp;quot;Rodnye Prostory - SND&amp;quot; by TrainzLagutin 1995.  Note that layout choice is independent of prototypical vs. imaginary route design. However, scenery choices will be influenced by the model you choose to employ.&lt;br /&gt;
&lt;br /&gt;
With the Linear model, the edge of the baseboard is always a short distance away from the track, dictating specific scenery choices to obscure this fact from the view of the train. The Area model is especially suitable to creating  mountainous country, such as depicted in &amp;quot;TRS19 Canadian Rocky Mountains - Viktor Lake to Ross Peak &amp;amp; Glacier&amp;quot; by RoysTrainz. Mountains that rise high above the track elevation require space to gain that elevation without displaying unreal slopes  and &amp;quot;TRS2019 Canadian Rocky Mountains Ottertail to Castle Jct&amp;quot; by RoysTrainz shows just how big a map is needed to provide massive mountain peaks. The Area model can also be used to compress a lot of track in a small baseboard set by separating track areas with tall features (hills or backdrops). This layout &amp;quot;folds&amp;quot; a Linear track into an Area layout following techniques used by model railroad builders/designers. &lt;br /&gt;
&lt;br /&gt;
===Edge of World ===&lt;br /&gt;
No matter the size of the layout developed, the reality is your world map will have an edge.  If a square or rectangular configuration of baseboards is maintained with expansion, this edge will simply appear as the end of the world so long as your viewpoint remains on the map. However, with the &amp;lt;b&amp;gt;Linear&amp;lt;/b&amp;gt; style especially, maintaining a rectangular or square map is not possible for routes of any size. On flat terrain, the view from close to the tracks can show the sides of baseboards at the margins in what has been dubbed the &amp;quot;world edge effect&amp;quot;. Fortunately, this problem can be reduced or avoided in a number of different ways. Here, we list the following aids to hide the &amp;quot;world edge&amp;quot;:&lt;br /&gt;
* behind scenery objects;&lt;br /&gt;
* behind backdrops or a &amp;quot;double rise&amp;quot; (topography);&lt;br /&gt;
* behind higher elevation topography (hills or mountains);&lt;br /&gt;
* by extending water (ocean or large lake) to the &amp;quot;horizon&amp;quot;.&lt;br /&gt;
Each is discussed below under the appropriate subject. &lt;br /&gt;
&lt;br /&gt;
= Hills and Valleys =&lt;br /&gt;
&lt;br /&gt;
Enhancing topography changes a flat baseboard into one with hills and valleys, opening up opportunities for road and railroad cuts, viaducts and bridges, and, of course, tunnels.  Varied topography establishes glimpses of the wider world as a train moves down the track.  Of course, a generally flat terrain is realistic for many parts of the world and certainly not a &#039;bad&#039; thing. Topography on a Route is developed using the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;&#039;&#039;&#039;[https://online.ts2009.com/mediaWiki/index.php/Help/Topology_Tab Topology tool]&#039;&#039;&#039;&amp;lt;/span&amp;gt; in Surveyor mode (correct term would be &amp;quot;topography&amp;quot;).  The top row in this tool menu has settings for &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height up &#039;U&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Height down &#039;D&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;A&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.  These settings determine what the topography tool will do when applied to the surface of the map and a selection must be made before the tool will work. However, before applying, set the radius and sensitivity of the tool with the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Cursor radius &#039;+/-&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Sensitivity &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dials, respectively.  The next row has additional settings, the most useful of which is on the right: the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting.  The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get height &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting appears to do nothing in Trainz2019. The &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Use height &#039;H&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting  sets the topography tool to draw the ground at the height setting entered in the box to the left. &lt;br /&gt;
&lt;br /&gt;
The process of creating a varied terrain starts by raising (and perhaps lowering) the ground surface using moderate radius and sensitivity settings. Practice using different settings for radius and sensitivity to develop skill in using this tool.  Once the basic terrain has been established, the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Plateau &#039;P&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; setting can be an excellent smoothing tool.  Set the sensitivity high and the radius on however large an area is to be smoothed (best results are achieved using a high radius setting).  The Plateau setting uses the elevation at the tool center; moving it quickly over a limited area and regularly resetting the center point will change a rough surface into a smooth slope.  Again, practice  is necessary to acquire this skill.  Assuming your tracks are already in place, this setting (with radius set at small) allows you to bring slopes in close for realistic cuts or fills near the line. &lt;br /&gt;
  &lt;br /&gt;
= Object and Spline Assets =&lt;br /&gt;
Two types of assets exist in Trainz: &amp;lt;b&amp;gt;objects&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;splines&amp;lt;/b&amp;gt;.  In surveyor mode, scenery objects are added and manipulated using the Objects Menu reached by clicking on the &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt; tab. Tracks and objects directly related to tracks are dealt with separately under the &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; tab. For explanations on the various tools and settings provided see pages describing the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Objects_Tab Objects Tab]&amp;lt;/span&amp;gt; and &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Track_Tools Tracks Tab]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Spline Shadows===&lt;br /&gt;
Implementation of shadows cast by objects was one of the great steps forward made by Trainz to render a realistic GUI.  Certain objects, notably spline objects with a low profile (such as roads and tracks) should not, of course, cast a shadow. To avoid this problem, the spline must be set down tight against the ground; any gap between the spline and the ground will appear as a dark line (a shadow).  Spline objects conform to variations in slope as the spline is laid, but fixing the spline points (this changes the vertex from a white to a yellow rotating circle) with the &amp;lt;b&amp;gt;Adjust spline height &#039;H&amp;quot;&amp;lt;/b&amp;gt; setting in &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;Spline height &#039;H&#039; &amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;&#039;Spline mode &#039;S&#039;&amp;lt;/b&amp;gt; for &amp;lt;b&amp;gt;Objects &#039;F3&#039;&amp;lt;/b&amp;gt;) removes ground conforming between the points.  Small rises now bury the spline and small dips produce a shadow. On a perfectly level board, these particular problems do not occur, although many spline objects will still cast a shadow if not height adjust. The solution is to bring the spline segments back into close conformance with the ground. Two possible approaches &amp;amp;mdash;adjust the spline height or adjust the ground height&amp;amp;mdash;may both need to be utilized wherever on a Route the shadowing is clearly observable.&lt;br /&gt;
&lt;br /&gt;
A first step is to use the &amp;lt;b&amp;gt;&#039;Smooth spline &#039;S&#039;&amp;lt;/b&amp;gt; tool found in the &amp;lt;b&amp;gt;Advanced&amp;lt;/b&amp;gt; section of the Spline Mode menu (same tool is &amp;lt;b&amp;gt;Smooth spline height &#039;S&#039;&amp;lt;/b&amp;gt; in the advanced tools for &amp;lt;b&amp;gt;Tracks &#039;F4&#039;&amp;lt;/b&amp;gt;). This tool corrects the terrain topography under the spline segment (section between two vertices) clicked on.  The spline is smoothed and the ground brought into conformance with the spline.  But this conformance may or may not eliminate a shadow, depending on the particular asset, as many are created to lie slightly above the ground. The next step is to apply the &amp;lt;b&amp;gt;&#039;Spline height &#039;H&#039;&amp;lt;/b&amp;gt; tool under Advanced )&amp;lt;b&amp;gt;Adjust spline height &#039;H&#039;&amp;lt;/b&amp;gt; for track splines), lowering the vertices while holding down the CTRL key (allows very fine adjustments).  Using the Smooth spline height tool may not be desirable in some situations, as it has an impact over topography some distance from the spline (may level the ground too far out from the road or track). In this case, the ground will need to be raised up to the spline to eliminate the shadow. The tool used is &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Topolgy&amp;lt;/b&amp;gt; menu, putting both Radius and Sensitivity on the absolute lowest settings.  The &amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool may need to be employed to make adjustments.  Realize, both tools only operate if clicked on a grid vertex, having no effect if clicked away from a vertex.&lt;br /&gt;
&lt;br /&gt;
===Backdrops===&lt;br /&gt;
&#039;&#039;&#039;Backdrops&#039;&#039;&#039; are used to create the illusion of distant terrain, enabling builders to set up landscaped horizons such as mountains and cityscapes quicker and with less impact to the frame-rate. To achieve this, a backdrop has a much greater draw distance than other scenery assets so that it is visible from far away (5 km or ~5000 yds). Backdrops are valuable with layouts based on the &amp;lt;b&amp;gt;Linear Model&amp;lt;/b&amp;gt;, particularly where there is minimal topography (steppes and plains), obviating the need to add map squares to create a sense of distance beyond the tracks.  Even in &amp;lt;b&amp;gt;Area Model&amp;lt;/b&amp;gt; layouts backdrops can be used to great advantage, as is aptly demonstrated  by Jango in &amp;quot;Sebino Lake, Italy (1980s)&amp;quot; in which distant villages are skillfully rendered by short backdrops.&lt;br /&gt;
&lt;br /&gt;
Backdrops are provided as either object assets or spline assets. Because these assets are relatively easy to create and typically designed for specific purposes to match the developer&#039;s route, backdrops available on the DLS vary widely in subject and quality. &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Content_ManagerSearch Search]&amp;lt;/span&amp;gt; for &amp;quot;backdrop&amp;quot; in the DLS for access to an extensive number of offerings.&lt;br /&gt;
&lt;br /&gt;
A form of backdrop labeled a &amp;quot;&amp;lt;b&amp;gt;double rise&amp;lt;/b&amp;gt;&amp;quot; is created with the &amp;lt;b&amp;gt;Topology&amp;lt;/b&amp;gt; tool. A low hill or objects (for example trees or buildings) are used close by the tracks to obscure the land immediately beyond, which is made to slope downward, then rise up to create the illusion of far distant mountains or hills. The illusion is accomplished by using no objects or small objects to represent very distant trees on the far rise.  Painting and topography also contribute by using muted colors tending to more purple shades.  An example of this approach can be seen in the MSP route &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot;, where a distant snow-capped range is actually much closer to the tracks than would be possible in a narrow layout. The dip between the tracks and the far rise is obscured from view taking away from the viewer cues normally present to assess distance.      &lt;br /&gt;
&lt;br /&gt;
= Coloring (Painting) =&lt;br /&gt;
Coloring the landscape (&amp;quot;ground texturing&amp;quot;) is accomplished with the Surveyor &#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help:Surveyor_Paint_Tools Paint Tool]&amp;lt;/span&amp;gt;&#039;&#039;&#039; &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/Help/Paint_Tab Paint]&amp;lt;/span&amp;gt; tool. This tool opens a display of all the of the &amp;quot;paints&amp;quot; or tiles residing locally on your computer.  Each combines colors and textures (in 2D) providing hundreds of possible choices for painting the ground.  This tool is a paint brush with the ability, after selecting a tile, of enlarging the tile image (&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture scale &#039;Ctrl [/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;) and changing the tile orientation &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Texture direction &#039;[/]&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;).  The diameter of the brush tool is set by the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Radius &#039;-/+&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; dial. A &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Get texture &#039;G&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool turns on a pointer that, when clicked on a painted location on the map, loads the tile in the brush. The loaded tile is shown in the square directly above the &amp;quot;Radius&amp;quot; dial. If you locate a tile by typing a word/name in the box above the tile display columns, the square displaying the loaded tile does not work if you then select a tile using the selection tool, even though the selected tile is likely loaded into the brush. We say &amp;quot;likely&amp;quot; because a painted area can become a combination of several different tiles, with certain tiles dominating the selection tool to the exclusion of what is displayed.&lt;br /&gt;
&lt;br /&gt;
Once a selected tile is loaded, the image can be painted across the terrain. &lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. To the right of the cloud preview window and boxes to select ambient, sun, and water color is a vertical slider. Clicking on the green dot at the bottom of the time dial turns the slider on for midday.  Now adjust the slider to set a proper brightness; too bright, and your color tile selections will look washed out.&lt;br /&gt;
&amp;lt;TABLE&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
[[File:10-m-grid.jpg|300px|left|Baseboard with grid-size of 10-m]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
===Grid Size Effect===&lt;br /&gt;
One reason to not over utilize the 5-m grid size on a layout is the little difference selecting 5-m over 10-m makes for all but limited areas on a Route. Consider just two tiles; say ballast laid along a track cutting through grass.  On a 10-m grid, the ballast tends to flare out in triangles (depending upon the track angle relative to the underlying grid) or not appearing under the track at all in other places.  In the figure at left, the interaction of dry grass tiles and ballast tiles along the track in the distance shows triangles of ballast at 10-m grid setting. On a 5-m grid, this effect is much reduced, similar to that seen along the track in the foreground of the figure.  The ballast is more easily constrained to the vicinity of the track and the line between grass and ballast can be made closer to an expected line parallel with the rails. In essence, a 5-m grid does permit more precision in painting the ground color/texture where multiple colors/textures are interacting. This precision appears to be the only real advantage gained at the expense of an enhanced cost to performance, suggesting careful consideration of which baseboards might really benefit from having a 5-m grid setting. In fairness, the adverse rendering of adjacent tile interaction on a 10-m grid is less noticeable at low angles and can be ameliorated somewhat by using tiles having less contrast. &lt;br /&gt;
&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Picking tile colors ==&lt;br /&gt;
The number of choices of coloring tiles is large, easily in the hundreds. Picking a suitable tile or combination of tiles is first a matter of deciding what sort of ground you wish to portray. The basic categories are going to be: vegetation, rock, bare soil, and water. Vegetation is likely to occupy the largest area of the map, except in very dry climates (e.g., deserts, dominated by bare soil) and rocky areas with thin soils. Water is discussed in more detail below under &amp;quot;Water Features&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Initially, decide on a suitable &amp;quot;theme&amp;quot; color best representative of the location and type of terrain you intend to emphasize (say, dry grassland) and paint broad areas with this theme color.  The purpose here is to unify your rout&#039;s overall look. Of course, you might have more than one theme color if patches are typical or hills look different than valleys or plains.&lt;br /&gt;
&lt;br /&gt;
=== Tile basics ===&lt;br /&gt;
Coloring the map surface is done by spreading small tiles over the map grid. We call these &amp;quot;tiles&amp;quot; because each is a usually six-sided pattern that is repeated &amp;lt;i&amp;gt;ad infinitum&amp;lt;/i&amp;gt; as it is laid down (painted). On the 10-m grid, the tool places a tile diagonally (NW to SE or NE to SW) only centered on the yellow grid intersections. You can control the area covered by the tool (&amp;lt;b&amp;gt;Radius &amp;quot;-/+&amp;quot;&amp;lt;/b&amp;gt;) and the pattern size (&amp;lt;b&amp;gt;Texture scale &amp;quot;Ctrl [/]&amp;quot;&amp;lt;/b&amp;gt;)&amp;amp;mdash;this is not the area covered, but an enlargement of the actual pattern. Available tiles range from plain color to complex patterns mimicking ground textures of all sorts. Many of these are very good and others, not so good. Because the painting involves laying tiles one after the other, &amp;lt;b&amp;gt;secondary patterns&amp;lt;/b&amp;gt; are almost inevitable. The better texture tiles avoid this.  If a created tile is even a little darker in one part than elsewhere, a secondary pattern will appear. How troublesome these secondary patterns are depends upon the viewed distance. Viewed from the cab, chase, or lineside cameras, secondary patterning is not a huge problem.&lt;br /&gt;
&lt;br /&gt;
= Water Features =&lt;br /&gt;
Of all the various landforms one can create, water features hold the greatest potential for enhancing scenery along a Route. And water is superbly rendered using the water tools found in Surveyor &#039;&#039;&#039;Topology - Get height&#039;&#039;&#039;.  Three tools are provided: &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Add water &#039;W&#039;, Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. An input box for setting water surface height is provided.  The &#039;&#039;Add water&#039;&#039; tool paints a surface in the same manner as coloring, described above.  However, the water surface has unique properties, the most significant being it is transparent and reflective. Improvements in rendering of these properties with each successive Trainz version has certainly been a major contribution to making a realistic CGI.&lt;br /&gt;
&lt;br /&gt;
Painting water establishes a level surface at the setting in the &#039;&#039;water surface height&#039;&#039; box. Expanding this surface always maintains the same height as long as you begin painting from the existing surface (no need to adjust the setting).  The  &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &#039;E&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool adjust the entire connected surface all at once, but does not change any other water surfaces on the map not connected to the one being adjusted. Thus, you can create a series of lakes at different elevations so long as the water surfaces of each are not connected. Determine this independence by selecting &amp;lt;b&amp;gt;Wireframe View&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Display Menu&amp;lt;/b&amp;gt; (or pressing &amp;lt;b&amp;gt;F9&amp;lt;/b&amp;gt;). This displays the baseboard in white and the water surface(s) in grey, removing all the painted surfaces.  Use the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Remove water &#039;Q&#039;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool to disconnect close-by water surfaces that you wish to set to different heights. Working upstream of a long river, you can progressively raise the surface of segments at points with rapids, waterfalls, or dams. Just be sure the water surface is broken at these points. An oddity built into the &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Adjust height &amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; tool is that if you hold down the Shift-Key while raising or lowering the water surface, the surface becomes bendy, going up or down within a limited area, no longer representing a level surface. If you bend it too much, it snaps back to a level surface at some new height. There must be a use for this?&lt;br /&gt;
&lt;br /&gt;
=== Water Color ===&lt;br /&gt;
Because the water surface is transparent, the color of the water feature and/or the nature of the bottom can be established by coloring the underlaying board surface. Creating muddy water or an algae-colored pond then becomes a matter of selecting an underlying color producing the desired result. The intensity of these underwater paints is controlled NOT by the distance between the water surface and the baseboard (water depth), but by distance from a shore. Over a baseboard without coloring, water has a color based on settings as described in the next paragraph; the board grid shows through for a distance up to about 40 m (130 ft) from a shore.  Beyond that, the bottom fades away (no matter how colored) and water color darkens. This property is one of the great improvements made between TRS2012 and TRS2019 versions. Essentially, realistic deep water is built in and need not be rendered by painting the bottom with progressively darker color or physically lowering the surface (which never worked anyway).  Thus, the offshore bottom need not be any deeper than the nearshore shoaling.  Ocean depths are not rendered by grid depth or coloring; you can bother to color or not color deep water bottom.  See &amp;quot;ocean and large lakes&amp;quot; below to learn how to tweak the color of deep water on your route. &lt;br /&gt;
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Open up the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt; (top menu bar, second from left) and pick &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; from the list. This opens up a small window titled &amp;lt;b&amp;gt;Environment - Lighting&amp;lt;/b&amp;gt;. Here you can set the color of your water features (one setting sets all).  Make sure the time dial is pointing straight down (noon) and click on the green dot below it.  Selecting any dot turns on the tools that establish the color ambiance of the Route at the time of day represented by the position of the green dot, but starting with noon is most influential for the daylight hours. The three boxes to the right of the cloud preview determine what the color dials will influence; the bottom box is &amp;lt;b&amp;gt;water color&amp;lt;/b&amp;gt;. Selecting that box and then tweaking the red, green, and blue color dials allows setting water color over a wide range.  The vertical slider to right sets the overall brightness of the scene (not just water).  A well illustrated description of setting water color is found at &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Water_Colour Environment Tools - Water Colour]&amp;lt;/span&amp;gt;.&lt;br /&gt;
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===Water Surface===&lt;br /&gt;
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In addition to transparency and reflectivity, the water surface in Trainz has a third unique property: that of water surface condition. Nine different &amp;quot;sea state&amp;quot; conditions are available under &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; in the &amp;lt;b&amp;gt;Edit Menu&amp;lt;/b&amp;gt;. Select &amp;lt;b&amp;gt;Environment&amp;lt;/b&amp;gt; (sun rising icon) and note &amp;lt;b&amp;gt;Water&amp;lt;/b&amp;gt; (2nd from bottom).  Click on the text window to produce a list of available options. If your water surface is showing behind the &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt; window, you will see instantly the effect of changing the water surface property from &amp;quot;glassy&amp;quot; through &amp;quot;rough&amp;quot;. The setting will apply to all the water surfaces created on your route, so you may have to compromise if you have both ocean and inland lake/pond water features. Click on &amp;quot;&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;&amp;quot; (top right)&amp;amp;mdash;your selection is saved and the window closed (see also &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools#Set_the_Water_Surface Environment Tools - Set Water Surface]&amp;lt;/span&amp;gt;).&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Two other choices (selected on the left) are &amp;lt;b&amp;gt;Environment -&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Environment - Environment&amp;lt;/b&amp;gt;. &lt;br /&gt;
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The water surface color is influenced by the sky. --&amp;gt;&lt;br /&gt;
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=== Rivers and Streams ===&lt;br /&gt;
Several options exist for rendering a river or stream on a route map. The most direct and perhaps easiest to create is a narrow, linear basin with a water surface. Painting the water surface confined by a topography of banks and detailed with appropriate bank and bottom coloring tiles produces a very satisfactory aquatic feature that can be lined with trees, shrubs, and/or grasses.  Important to remember in creating the course of the feature is to develop meanders and bends, minimizing long straight segments. &lt;br /&gt;
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In a landscape of topographic relief (mountainous), extending a linear feature with the level water surface may prove impractical, requiring that the water surface be broken up into unconnected segments that can rise step-like as the stream extends upslope.  A good example of how to &amp;quot;connect&amp;quot; these segments is provided in the MPS Route, &amp;quot;Sgt_Fury4449&#039;s Epic route&amp;quot; where a wild river is depicted flowing from tributaries and lakes down to a coastal estuary. &lt;br /&gt;
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=== Ocean and large lakes ===&lt;br /&gt;
Sea coasts and large lakes are extensive water features extending out to a distant horizon.  Several baseboards out is sufficient, unless higher elevation views are anticipated (for example, a track laid well above the shore).  Because depth does not influence the appearance of the water body (see &amp;quot;water color&amp;quot; above), the ocean or lake baseboard  can be a level surface only a little below the water surface. Coloring the board is optional, except close to the shore where the map grid (&amp;quot;Grid (PBR)&amp;quot;) is visible.   If the &amp;quot;horizon&amp;quot;&amp;amp;mdash;the outermost baseboard&amp;amp;mdash;is kept to a line of baseboards oriented east-west or north-south, the appearance will be a natural one blending into the sky. However, if these horizon baseboards jog inward or outward, the sides of one or more baseboards (which are actually three dimensional blocks) will be seen (&amp;quot;World Edge&amp;quot; effect) from some points on the land. Pushing the horizon further out will reduce this obvious break in the horizon line to some degree, but not completely eliminate it. Placing a far shore (or another land) or an appropriate backdrop can solve this problem. &lt;br /&gt;
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It is possible to overcome the disappearance of bottom with distance from shore and, for example, create an offshore reef or shoal or just extensive shallow water with a unique bottom type or color.  Choose an area to create this and raise the bottom to just &amp;lt;u&amp;gt;above&amp;lt;/u&amp;gt; the water surface using the &amp;lt;b&amp;gt;Height up &#039;U&#039;&amp;lt;/b&amp;gt; tool set at low sensitivity. Then lower the area (&amp;lt;b&amp;gt;Height down &#039;D&#039;&amp;lt;/b&amp;gt; tool) to just &amp;lt;u&amp;gt;below&amp;lt;/u&amp;gt; the water surface; the grid (or bottom color) will disappear. Now, click anywhere on the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool.  This has the effect of resetting the display relationship between the water surface and the bottom for the entire baseboard. The shoaled area, without any shore, will reappear and can be colored as sand or mud.  You can expand the shoal with the &amp;lt;b&amp;gt;Plateau &#039;P&#039;&amp;lt;/b&amp;gt; tool set at high sensitivity and wide radius. Although it may appear that nothing is happening as you do this, clicking the baseboard with the &amp;lt;b&amp;gt;Add Water &#039;W&#039;&amp;lt;/b&amp;gt; tool will reveal the change you are making. Switching to &amp;lt;b&amp;gt;Map View&amp;lt;/b&amp;gt; under the Camera Menu will show the bottom display as light blue for deep water (bottom not visible), light grey for visible but fading bottom, and dark grey (or some color if not &amp;quot;Grid (PBR)&amp;quot;) for shoal bottom.  Curiously, returning these areas to &amp;quot;deep water&amp;quot; will remove the shoal, but have no impact on the color scheme displayed in Map View (in Trainz Plus; could be adjusted in earlier Trainz builds).&lt;br /&gt;
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=Problems=&lt;br /&gt;
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*&amp;lt;i&amp;gt;.... List problems here&amp;lt;/i&amp;gt;&lt;br /&gt;
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Using the shortcut key, cap &#039;S&#039;, will crash the program in the latest version of &amp;lt;b&amp;gt;TRS2019&amp;lt;/b&amp;gt;.&lt;br /&gt;
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&amp;lt;!--The paint &amp;quot;MineralWater3&amp;quot; produces an intense aquamarine with a pattern of waves. Other mostly white paints can mimic crashing waves or rough water. &amp;quot;ALWater 2&amp;quot; can mimic waves along a shore.--&amp;gt; &lt;br /&gt;
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The &amp;lt;b&amp;gt;Edit Environment&amp;lt;/b&amp;gt; tool discussed above to set ambient brightness and water color lacks a &amp;quot;save&amp;quot; button. To complete your actions and presumably &amp;quot;save&amp;quot; your settings, you can only close the window. However, this action alone will &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; save your settings.  Before closing surveyor you must make some other change to the map board, then save the session.&lt;br /&gt;
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=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
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&amp;lt;span style=&amp;quot;font-size: 17px; font-weight: 700;&amp;quot;&amp;gt;Related  Tutorials and Guides to Using Trainz&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://online.ts2009.com/mediaWiki/index.php/How_to_Use_Environment_Tools Environment Tools]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039; (How-to Menu)&lt;br /&gt;
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[[Category:How-to_guides|HowTo Guides]]&lt;/div&gt;</summary>
		<author><name>Sourtoe</name></author>
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