CCG/Kind: Traincar
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==KIND: TRAINCAR== | ==KIND: TRAINCAR== | ||
A '''traincar''' is a Locomotive or Rolling stock asset. One of the main features of TRS is that traincars, (namely rolling stock), have the ability to transport commodities (products) and to interact with compatible industry assets. | A '''traincar''' is a Locomotive or Rolling stock asset. One of the main features of TRS is that traincars, (namely rolling stock), have the ability to transport commodities (products) and to interact with compatible industry assets. | ||
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+ | Operating '''ditch lights''' now function for locomotives. The usual attachment point conventions apply for a point placed in the mesh in 3DSMax or GMax. | ||
+ | :a.ditch0, a.ditch1 etc ''The odd numbered light points flash together, alternating with the even numbered light points.'' | ||
+ | The flashing rate can be changed in the traincar config.txt file, by adding the following tag: | ||
+ | |||
+ | '''flash-scale''' | ||
+ | :1 = (default) 1 normal speed, | ||
+ | :0.5 = half speed, | ||
+ | :2 = double speed | ||
+ | |||
+ | Ditch lights are toggled in Driver using the '''; key''' | ||
===TRAINCAR EXAMPLES=== | ===TRAINCAR EXAMPLES=== | ||
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==Return to CCG Index== | ==Return to CCG Index== | ||
[[Content Creator's Guide]] | [[Content Creator's Guide]] | ||
+ | {{CCG-end | ||
+ | }} |
Latest revision as of 12:20, 6 July 2013
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Note: This page is not an official reference guide to currently supported Trainz content data structure technologies and may describe some obsoleted asset formats. This guide to historic older technology has been assembled by the Trainz user community from the excellent .pdf file manuals known as: Content Creator's Guides as updated thru the TRS2006 through Trainz Classics 3 era's simulator releases and in general... this data model and technology was valid up to TRS2009-SP1. • The information here is valuable as a reference to both experienced content creators and especially to those learning to create new content or learning to fix errors in older content, and regardless, should be valid in assets Trainz-build tag levels prior to 2.9-3.0). This background information should not be taken as 'how-to advice' for upgrading to newer asset standards, but only as information for upgrading older assets short of version 2.9 or earlier. • Please refer to the corresponding more modern Container and KIND Trainz data specifications pages in the TrainzBaseSpec hierarchy and the specific container needs when upgrading or creating assets. • As a guideline for fixing broken assets, these pages should prove invaluable to both older and newer Trainzers as to what may be the trouble with the newer data structures implemented in Trainz-builds (versions) above 3.0 |
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[edit] KIND: TRAINCAR
A traincar is a Locomotive or Rolling stock asset. One of the main features of TRS is that traincars, (namely rolling stock), have the ability to transport commodities (products) and to interact with compatible industry assets.
As there are a range of products and product categories, each rolling stock type is set up differently to accommodate the load type both visual representation and through it's config. For this reason we have made available individual downloads for the various rolling stock types.
Refer to KIND: PRODUCT & KIND: PRODUCT-CATEGORY for further information.
The following example is a config.txt file from a locomotive. Note the mesh-table and animation setup.
kuid <KUID2:####:#####.#> category-class "AC" category-region "AU" category-era "1970s;1980s;1990s;2000s" trainz-build 2.9 kuid-table { } obsolete-table { } mesh-table { default { mesh loco_body/loco_body.lm auto-create 1 } shadow { mesh loco_shadow/loco_shadow.im } fan1 { mesh loco_body/fan/fan.im anim loco_body/fan/fan.kin auto-create 1 att a.fan0 att-parent default animation-loop-speed 1.0 } fan2 { mesh loco_body/fan/fan.im anim loco_body/fan/fan.kin auto-create 1 att a.fan2 att-parent default animation-loop-speed 1.0 } default-night-forward { mesh loco_body/night/night.im auto-create 0 att a.bog0 att-parent default } } bogeys 0 { bogey <KUID:####:#####> { 1 { bogey <KUID:####:#####> } 2 { bogey <KUID:####:#####> reversed 1 ) { pantograph <KUID:###:#####> interior <KUID:####:#####> engine 1 name Electric Loco mass 37000 company Queensland Rail origin AU kind traincar fonts 2 cabinsway 0 enginespec <KUID:####:#####> enginesound <KUID:####:#####> hornsound <KUID:####:#####> smoke_shade 0.3 smoke_random 2 smoke_slowlife 1 smoke_fastlife 6 smoke_height 7 smoke_fastspeed 4 smoke0 { attachment a.exhaust0 mode speed enabled 1 maxspeedkph 120 file "lospeed.tfx" } smoke1 { attachment a.exhaust1 mode speed enabled 1 maxspeedkph 120 file "hispeed.tfx" } description " "
[edit] TRAINCAR CONFIG.TXT BREAKDOWN
Some config.txt tags are not explained below, but are covered in the general config.txt explanation.
- default-night-forward
- The name for a submesh attached to a locomotive, to show a beam of light for example, in the direction of movement of the locomotive. Trainz recognises the name and turns on the correct mesh depending on the running direction.
- Note in the example the use of auto-create 0 to make the mesh invisible when placed. The mesh will be visible when the light switch is activated.
- bogey
- The bogey KUID number (default for a.bog0 and a.bog1)
- Reversing a bogey
- Reversing the bogey orientation is accomplished by ticking the reverse box in CCP, a boolean choice.
The bogey will have reversed orientation. Note: This will cause bogey animation to play in reverse unless the attachment point for the bogey is also rotated 180 degrees in 3dmax/Blender.
- pantograph
- The pantograph KUID number inserted at a.pant0, a.pant1, etc. Use this tag only when needed.
- interior
- Kuid number of the required interior. Inserted at a.cabfront or a.cabback. Use this tag only when needed e.g. locomotives.
- engine
- States type of traincar. 0 = Rolling stock, 1 = Locomotive
- mass
- Mass in kilograms
- company
- The Locomotive or car owner
- kind traincar
- must be traincar for any rollingstock
- fonts
- Indicates how many types of numbering fonts used,
- 0 = no fonts used
- 1 = one font ... Digit textures (digit_1.tga to digit_6.tga) replaced automatically with alphanumber textures (alphanumber_0 to alphanumber_9 as numbers are changes via the Surveyor Trains tab - `Edit Properties' icon (the `?' icon).
- 2 = two fonts ... Digit textures (digit_1a.tga to digit_6a.tga and digit_1b.tga to digit_6b.tga) replaced automatically with alphanumber textures (alphanumber_0a to alphanumber_9a and alphanumber_0b to alphanumber_9b) as numbers are changed via the Surveyor Trains tab - `Edit Properties' icon (the `?' icon).
- enginespec
- References the engine KUID number. This specifies the driver physics boundaries for the traincar. Refer Kind: Engine.
- enginesound
- References the KUID number for the traincar's sound. Refer to KIND: ENGINESOUND.
- hornsound
"References the KUID number for the traincar horn sound. Refer to KIND: HORNSOUND.
- cabinsway strength
- where strength is a floating point number. This controls the magnitude of the random roll in internal view. The roll is also affected by the speed of the train. Negative numbers are not used. 0 = no sway... larger numbers (2, 6 etc) = larger sway.
- smoke0
- Sets boundaries for smoke, steam, vapor and similar effects. Refer: Smoke Effects Chapter 10 on Page 391.
- description "blah blah blah"
- Description of the model for Railyard information and display on the DLS (Download Station) with the model.
- light_color
- RGB headlight colour. eg. 255,255,255 This is the color of the train headlight corona, not the lighting itself.
Operating ditch lights now function for locomotives. The usual attachment point conventions apply for a point placed in the mesh in 3DSMax or GMax.
- a.ditch0, a.ditch1 etc The odd numbered light points flash together, alternating with the even numbered light points.
The flashing rate can be changed in the traincar config.txt file, by adding the following tag:
flash-scale
- 1 = (default) 1 normal speed,
- 0.5 = half speed,
- 2 = double speed
Ditch lights are toggled in Driver using the ; key
[edit] TRAINCAR EXAMPLES
The following models were developed for TRS2004, and are still useful as examples. These contain mesh files as well as in-game files. Download the following rolling stock descriptions and examples for reference.
COAL HOPPER
A Coal Hopper is a typical example of a rolling stock item that uses an animated load representation. This asset also has animated opening doors and particle effects, each controlled by a script. Download a zipped pack containing a PDF description, in-game files and source 3dsmax 4 and gmax files of the TRS asset `Coal hopper'. http://www.auran.com/TRS2004/downloads/contentcreation/TRS2004_Coal_Hopper.zip
TANK CAR
A Tank Car is a typical example of a rolling stock item that can take a liquid load. Download a zipped pack containing a PDF description, in-game files and source 3dsmax 4 and gmax files of the TRS asset `GATX Oilco Tank Car'. http://www.auran.com/TRS2004/downloads/contentcreation/TRS2004_Tank_Car.zip
CONTAINER FLATCAR
The Container Flat is a typical example of a rolling stock item that can take a variety of loads by attachment. Download a zipped pack containing a PDF description, in-game files and source 3dsmax 4 and gmax files of the TRS asset `Container Flat' Car. http://www.auran.com/TRS2004/downloads/contentcreation/TRS2004_Container_Flat.zip
BOX CAR
The Box Car is a typical example of a rolling stock item that can take the General Goods Product without having attachments. Download a zipped pack containing a PDF description, in-game files and source 3dsmax 4 and gmax files of theTRS asset `PRR 40ft Box Car'. http://www.auran.com/TRS2004/downloads/contentcreation/TRS2004_Box_Car.zip
PASSENGER STATION AND VEHICLE TUTORIAL
The Passenger Asset Tutorial gives information on passenger stations and vehicles compatible with the new passenger supported features. The information has been included in this document, but the download includes useful in-game files. http://files.auran.com/TRS2004/downloads/contentcreation/SP2-Passenger_Asset_Tutorial.zip