Content Configuration

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This page acts as reference manual for all Trainz content. It is intended to provide accurate and concise description of the capabilities and configuration of current-version content. For a new-user walk-through explaining how to create various types of content, see the [[HowToGuides]] page instead.
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{{FUN-beg}}{{FUN-bot}}{{ORP-top}}
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:''For a new-user walk-through explaining how to create various types of content, see the [[HowToGuides]] page instead.''
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==Overview of Trainz Content==
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This page acts as reference manual for all Trainz content, and it's legal {{wp|data type}}s ([[KIND]]s) and {{wp|data structure}}s (generally, [[Containers]]). It is intended to provide accurate and concise description of the capabilities and configuration of Trainz current-version content. To the new user, particularly those with no familiarity with programming language practices, the information in this page can become a starting point to understanding. Every Trainz asset from the mighty collection of assets contained in a route to the lowliest scenery item such as imitation grass, the color of a rock or field—all have two things in common: The list of common legal tag names which begin the definition of the asset found in the [[TrainzBaseSpec]], and the container which lists and defines them, the {{wp|INI file|initialization file type}} known as [[config.txt]].
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All configuration files are not created equal for they also hold data fields which define which type of asset they are intended to weld together from disparate parts, and depending upon the need (a flower, for all it's beauty and lovely fragrance has no where near the animative complexity of a diesel locomotive and a steam loco is more complicated still). The solution for Trainz software writers was a common self-descriptive and self-defining data structure that was because of the self-definition property, a common starting point for parsing a content creators meaning and translating it into the binary representation needed by the Auran JET graphics engine.
  
 +
Auran and later N3V Games installed content differs in kind from downloaded or other types of add on content. The installed assets are located in the software's CAB files, binary compressed data cabinet files which in Trainz have the .ja extension. Whereas the imported [[cdp file]]s and other third party or self-developed content reside in directories in the .../local folder (directories) and sub-folders, as do the asset config.txt files any user needs to contend with directly.
  
 
==Structure of a Trainz Asset==
 
==Structure of a Trainz Asset==
Each item of Trainz content ("an asset") is distributed as a single folder, containing a [[config.txt file]] and some number of supporting files and/or folders. Files located in the content folder must obey the [[Filename character restrictions]] and should be directly relevant to the asset in question.
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Each item of Trainz content ("an asset") is created as the contents of a single operating system folder, containing a [[config.txt file]] and some number of supporting files and/or folders and their files. Files located in the content folder must obey the [[Filename character restrictions]] (similar to, but not as restrictive as {{wp|Microsoft Windows}} file name restrictions) and each item should be directly relevant to the asset in question. When committed or as in newer Trainz releases, tested for validation before commitment, the asset's folder contents and the config.txt file will be validated against one another, the ideal minimum definitions will be bounced against those and each must be in balance and correct with respect to one another. Older Pre-[[TS2009]] versions were comparatively lacking in this error-checking-in-advance process, and the legacy errors one sometimes still sees when downloading older content from the DLS is directly attributable to this earlier leniency. Sometimes Trainz would crash in run time modes because of such errors, so today, today's Trainz are more restrictive to avoid those run-time un-ohs!
  
  
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Each asset built for the Trainz environment follows a preset template, which defines what tags can be included in the [[config.txt file]], what capabilities the asset will have, and how the user can manipulate the asset in-game. The following types of custom content are supported by Trainz:
 
Each asset built for the Trainz environment follows a preset template, which defines what tags can be included in the [[config.txt file]], what capabilities the asset will have, and how the user can manipulate the asset in-game. The following types of custom content are supported by Trainz:
  
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{|
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|-valign="top"
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|
 
* [[KIND Achievement-category]] - Achievement category descriptor.
 
* [[KIND Achievement-category]] - Achievement category descriptor.
 
* [[KIND Achievement-group]] - Achievement group descriptor.
 
* [[KIND Achievement-group]] - Achievement group descriptor.
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* [[KIND Map]] - Routes.
 
* [[KIND Map]] - Routes.
 
* [[KIND Mesh]]
 
* [[KIND Mesh]]
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|
 
* [[KIND MOCrossing]] - Grade crossings.
 
* [[KIND MOCrossing]] - Grade crossings.
 
* [[KIND MOJunction]] - Junction levers.
 
* [[KIND MOJunction]] - Junction levers.
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* [[KIND Product]]
 
* [[KIND Product]]
 
* [[KIND Product-category]]
 
* [[KIND Product-category]]
* [[KIND Profile]] - Sessions.
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* [[KIND Profile]] - Sessions.by an older title
 
* [[KIND Region]] - Defines the area of the world, as well as traffic style.
 
* [[KIND Region]] - Defines the area of the world, as well as traffic style.
 
* [[KIND Scenery]] - A basic object.
 
* [[KIND Scenery]] - A basic object.
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* [[KIND Turntable]]
 
* [[KIND Turntable]]
 
* [[KIND Water2]] - Water for rivers / seas.
 
* [[KIND Water2]] - Water for rivers / seas.
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|}<!-- careful, part of a wiki-table -->
  
 
==Category Tags==
 
==Category Tags==
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Category tags were added to Trainz content and the [[TrainzBaseSpec]] per user suggestion around the time of [[TRS2004]] and are an aid to sorting and selecting appropriate content that would be found in a time or place, or of narrowing down a particular sort of asset (Category Class codes), mainly in filters and when running [[Content Manager]].
 
*[[Category Class]] - For Category search.
 
*[[Category Class]] - For Category search.
 
*[[Category Region]] - For Region search
 
*[[Category Region]] - For Region search
 
*[[Category Era]] - For Era Search
 
*[[Category Era]] - For Era Search
 
 
==Feedback==
 
==Feedback==
 
[[Content Configuration Feature Requests]] - ''ask here for new config.txt files features''
 
[[Content Configuration Feature Requests]] - ''ask here for new config.txt files features''
Line 62: Line 73:
  
 
==Categories==
 
==Categories==
[[:Category:Config Container]]
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Categories are the sometimes overlooked superhighways of getting around in a Wiki project, and the user will find these listed are index pages to finding things faintly remembered efficiently and effectively:
 
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*[[:Category:Asset KIND]]
[[:Category:Config Tag]]
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*[[:Category:Config Container]]
 
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*[[:Category:Config Tag]]
[[:Category:Asset KIND]]
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*[[Category:Content configuration]]
 
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==See also==
[[Category:Content configuration]]
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The following category pages will list and index Trainz specific articles throughout this Wiki
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*[[:Category:Trainz fundamentals pages]]
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*[[:Category:Trainz reference pages]]
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*[[:Category:Trainz Wiki]]
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{{ORP-bot}}

Revision as of 08:56, 27 July 2013

For a new-user walk-through explaining how to create various types of content, see the HowToGuides page instead.

Contents

Overview of Trainz Content

This page acts as reference manual for all Trainz content, and it's legal data types (KINDs) and data structures (generally, Containers). It is intended to provide accurate and concise description of the capabilities and configuration of Trainz current-version content. To the new user, particularly those with no familiarity with programming language practices, the information in this page can become a starting point to understanding. Every Trainz asset from the mighty collection of assets contained in a route to the lowliest scenery item such as imitation grass, the color of a rock or field—all have two things in common: The list of common legal tag names which begin the definition of the asset found in the TrainzBaseSpec, and the container which lists and defines them, the initialization file type known as config.txt.

All configuration files are not created equal for they also hold data fields which define which type of asset they are intended to weld together from disparate parts, and depending upon the need (a flower, for all it's beauty and lovely fragrance has no where near the animative complexity of a diesel locomotive and a steam loco is more complicated still). The solution for Trainz software writers was a common self-descriptive and self-defining data structure that was because of the self-definition property, a common starting point for parsing a content creators meaning and translating it into the binary representation needed by the Auran JET graphics engine.

Auran and later N3V Games installed content differs in kind from downloaded or other types of add on content. The installed assets are located in the software's CAB files, binary compressed data cabinet files which in Trainz have the .ja extension. Whereas the imported cdp files and other third party or self-developed content reside in directories in the .../local folder (directories) and sub-folders, as do the asset config.txt files any user needs to contend with directly.

Structure of a Trainz Asset

Each item of Trainz content ("an asset") is created as the contents of a single operating system folder, containing a config.txt file and some number of supporting files and/or folders and their files. Files located in the content folder must obey the Filename character restrictions (similar to, but not as restrictive as Microsoft Windows file name restrictions) and each item should be directly relevant to the asset in question. When committed or as in newer Trainz releases, tested for validation before commitment, the asset's folder contents and the config.txt file will be validated against one another, the ideal minimum definitions will be bounced against those and each must be in balance and correct with respect to one another. Older Pre-TS2009 versions were comparatively lacking in this error-checking-in-advance process, and the legacy errors one sometimes still sees when downloading older content from the DLS is directly attributable to this earlier leniency. Sometimes Trainz would crash in run time modes because of such errors, so today, today's Trainz are more restrictive to avoid those run-time un-ohs!


Content Types

Each asset built for the Trainz environment follows a preset template, which defines what tags can be included in the config.txt file, what capabilities the asset will have, and how the user can manipulate the asset in-game. The following types of custom content are supported by Trainz:

Category Tags

Category tags were added to Trainz content and the TrainzBaseSpec per user suggestion around the time of TRS2004 and are an aid to sorting and selecting appropriate content that would be found in a time or place, or of narrowing down a particular sort of asset (Category Class codes), mainly in filters and when running Content Manager.

Feedback

Content Configuration Feature Requests - ask here for new config.txt files features


Categories

Categories are the sometimes overlooked superhighways of getting around in a Wiki project, and the user will find these listed are index pages to finding things faintly remembered efficiently and effectively:

See also

The following category pages will list and index Trainz specific articles throughout this Wiki

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