Asset Categorization
(Created page with "Assets are the configurable components available in the Trainz world. There are many ways that assets are categorized (classified, grouped). == In Driver == A player does n...") |
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− | A player does not directly interact with assets (in the sense described | + | A player does not directly interact with assets (in the sense described above). |
The only exception is in [[Quick Drive]] mode, where the player may select assets of type "Train" or "Consist". | The only exception is in [[Quick Drive]] mode, where the player may select assets of type "Train" or "Consist". | ||
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* Layers - no assets in this group. | * Layers - no assets in this group. | ||
* Trains - subdivided into " Rolling Stock" (engines and wagons) and "Consists". | * Trains - subdivided into " Rolling Stock" (engines and wagons) and "Consists". | ||
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== Content Manager == | == Content Manager == | ||
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== Category == | == Category == | ||
− | The category of an asset is defined by ???. | + | The category of an asset is defined by ??? (possibly in [[Class AssetCategory]]. |
It is another formal specification of the type of the object. | It is another formal specification of the type of the object. | ||
The [[Category List|Category]] classification is hierarchical, with sub-categories refining a category. | The [[Category List|Category]] classification is hierarchical, with sub-categories refining a category. | ||
− | The TrainzUtil '''searchbycategory''' supports filtering by category. | + | The TrainzUtil '''searchbycategory''' command supports filtering by category. |
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[[Category Class]] is a tag in the config.txt file of an asset. | [[Category Class]] is a tag in the config.txt file of an asset. | ||
It is a set of characters, with each character refining the class of the preceding one. | It is a set of characters, with each character refining the class of the preceding one. | ||
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+ | == Scripting Class == | ||
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+ | Assets use object oriented programming to provide and customize behavior. | ||
+ | Assets types are represented by a class, and these classes are hierarchical. | ||
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+ | The classes and their hierarchy are defined in the [[TrainzScript Library Reference|TrainzScript Library]]. |
Revision as of 13:03, 21 March 2022
Assets are the configurable components available in the Trainz world. There are many ways that assets are categorized (classified, grouped).
Contents |
Driver
A player does not directly interact with assets (in the sense described above). The only exception is in Quick Drive mode, where the player may select assets of type "Train" or "Consist".
- Train - similar to "Rolling Stock" in Content Manager.
- Consist - similar to "Consist" in Content Manager.
Surveyor
In Surveyor, assets are grouped into the following human-friendly categories:
- Topology - mostly tools, rather than assets.
- Paint - mostly textures.
- Objects - many types of object that are placed into the scenery. Subdivided into single objects and object splines.
- Tracks - subdivided into "Track", "Trackside" and "Markers".
- Tools - mostly tools, rather than assets.
- Layers - no assets in this group.
- Trains - subdivided into " Rolling Stock" (engines and wagons) and "Consists".
Content Manager
Content Manager provides a "Category" filter, with a list of about 40 categories. The Content Manager categories provide a human friendly grouping of assets, similar but more refined than the grouping in Surveyor.
Kind
The kind of an asset is defined in the config.txt file of the asset. It is a formal definition, and it determines what attributes are valid in the asset's config.txt.
The Kind classification supports a hierarchy, with a sub-type (child) inheriting all of the attributes of its super-type (parent).
Category
The category of an asset is defined by ??? (possibly in Class AssetCategory. It is another formal specification of the type of the object.
The Category classification is hierarchical, with sub-categories refining a category.
The TrainzUtil searchbycategory command supports filtering by category.
Category Class
Category Class is a tag in the config.txt file of an asset. It is a set of characters, with each character refining the class of the preceding one.
Scripting Class
Assets use object oriented programming to provide and customize behavior. Assets types are represented by a class, and these classes are hierarchical.
The classes and their hierarchy are defined in the TrainzScript Library.