How to Create a Message Popup Icon

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<span style="font-size: 17px;">'''More Tutorials and Guides to Using Trainz'''</span><br>
 
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*'''[[Session Rule List with Parameters|Session Rules List (Alphabetical) with Parameters]]'''
 
*'''[[Session Rule List with Parameters|Session Rules List (Alphabetical) with Parameters]]'''
 
*'''[[Session Rules By Categories With Properties|Session Rules List (Categories) With Parameters]]'''
 
*'''[[Session Rules By Categories With Properties|Session Rules List (Categories) With Parameters]]'''
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<span style="font-size: 17px;">'''Related Links'''</span><br>
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* '''[[How to Use Message Popup Rule|How to Use the Message Popup Rule]]'''
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Latest revision as of 22:08, 23 November 2023

The information in this Wiki Page applies to TANE, TRS19, Trainz Plus and TRS22.

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Contents

 Workflow Diagram 
Workflow diagram

[edit] Message Popup Icons

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BlueDot10x10.png Message Popup Icons are small graphic icons that can be placed in browser message windows in Driver mode. The browser windows are created by the Message Popup Rule
BlueDot10x10.png Message Popup Icons are classified as Non-Environmental Textures


LinkWiki.PNG Information on creating and using Message Popups can be found on the Trainz Wiki pages at:-
BlueDot10x10.png Using the Message Popup Rule
BlueDot10x10.png Using the Message Popup Rule (Applications)
BlueDot10x10.png How to Create a HTML Asset
BlueDot10x10.png Message Popup Rule (description)


[edit] Create a Non-Environmental Texture Asset

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Steps: DotPoint1.JPG Create the Asset:
NewAsset.PNG

NewAssetCreated.PNG
Steps: From the Trainz Launcher:-
 1  select  Manage Content 
 2  in Content Manager open the  Developer  menu
 3  select  New Content 
DotPoint.JPG This will create a new asset and open it for editing.
DotPoint.JPG A message window will appear that will (hopefully) report on the successful creation of a new asset
 4  Close the message window


  DotPoint2.JPG Find the New Asset:
NewAssetSelectOpen.PNG
 5  Set the Content Manager Search Filter to  Open for Editing 
This will display only those assets that have been opened for editing (hopefully only your new and as yet unnamed asset will be shown)


  DotPoint3.JPG Open the Asset in Windows File Explorer:
NewAssetShowExplorer.PNG
 6  Right Click on the entry New Asset
 7  Select Open...
 8  Select Show in Explorer


  DotPoint4.JPG Open Config.txt File in Notepad:
NewAssetOpenExplorer.PNG
There will only be a single item in the asset, its config.txt file
 9  Double Left Click on the file to open it in Notepad


  DotPoint5.JPG Edit the Config.txt File:
NewAssetOpenNotepad.PNG
You will need to edit the contents of this file.
 10  The next section, PageLink.PNG The Config.txt File, identifies the changes you will need to make. The new name you give to the asset will not take effect until after it has been Submitted
 11  After editing, save the changes and exit Notepad


 
Warning:
Stop.PNG Unless you know exactly what you are doing* DO NOT ALTER THE KUID NUMBER  that has been added to the file

* but even if you do, think twice before you change it !


  DotPoint6.JPG Add Any Extras:
 12  You will need to add:-
DotPoint.JPG a thumbnail image as described in the section PageLink.PNG The Thumbnail Image
DotPoint.JPG the icon image as described in the section PageLink.PNG The Icon Image
DotPoint.JPG texture text file as described in the section PageLink.PNG The Texture File
THIS IS AN EXAMPLE ONLY
TexturePopupFiles.PNG

This is the minimum number of files needed for a Driver Character


  DotPoint7.JPG Finish Up:
NewAssetSubmit.PNG
 13  Close the Asset window
 14  Commit the asset in Content Manager
DotPoint.JPG Right Click on the asset
DotPoint.JPG Select  Submit Edits  Hopefully there will be no errors.


NotePad.PNG Because you still have the Search Filter Open for Editing in operation, the now closed and Submitted asset will vanish from the Content Manager display. To check that your asset has been correctly created and renamed, set the Search Filter to Today.


Bug.png Some of the most common errors that can occur when creating and Submitting a new asset are:-
DotPoint.JPG no thumbnail image in the asset
DotPoint.JPG typing errors in the config.txt file
DotPoint.JPG poorly formatted tags in the config.txt file
DotPoint.JPG incorrect file types added to the asset folder
DotPoint.JPG files missing from the asset folder
DotPoint.JPG an incorrect kuid value (despite the warning you changed it in Step  5 )


[edit] The Config.txt File

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BlueDot10x10.png All assets must have a config.txt file



Gears.PNG Settings:
The Texture asset must have a config.txt text file that must include the following tags:-
BlackDot10x10.png kind set to "texture"
BlackDot10x10.png username set to the asset title or name
BlackDot10x10.png kuid a unique ID code
BlackDot10x10.png thumbnails set to a 240 by 180 pixel JPG image
While not mandatory, the following tag is useful:-
BlackDot10x10.png category-class set to "JI"


This file should follow the same (or a similar) format as the example below.
DotPoint.JPG entries in  red  must not be changed
DotPoint.JPG the indenting of the lines and the spacing ("tabbing") between the "tags" on the left and their contents on the right are purely to make it easier for humans to read
DotPoint.JPG the use of the { } braces is to group tags into common "containers". These containers must not be broken up and the number of { characters must match the number of } characters
DotPoint.JPG the order of the "tags" is not important
kuid                                    <kuid: this is an auto-generated number >
kind                                    "texture"
texture                                 "icon_gradeXing.texture"
username                                "icon grade crossing ahead"
category-class                          "JI"
trainz-build                            4.3

thumbnails
{
  Default
  {
    width                               240
    height                              180
    image                               "icon_gradeXing.jpg"
  }
  01
  {
    width                               64
    height                              64
    image                               "icon_gradeXing.texture"
  }
}
description             "Icon representing an approaching grade crossing. Designed for message popups."

Gears.PNG Settings:

For the above example:

BlackDot10x10.png The  kuid  is unique to every asset so it is  not a good idea to choose your own . This will be automatically generated by the Content Manager program when a new asset is created
BlackDot10x10.png The  kind  identifies the type of asset and the types of files that Trainz will expect to find in the asset. It also tells Trainz how to render and error check the asset. For Texture assets, the category class is  texture . A list of asset kinds can be found at WikiLink.PNG KIND Hierarchy
BlackDot10x10.png The  texture  is the name of the assets texture file. This will be a simple text file and will have the name asset_name.texture where asset_name will be a name you have selected for this asset - e.g. "icon_gradeXing.texture". The actual texture file itself will be named asset_name.texture.txt (e.g. "icon_gradeXing.texture.txt") but the filename ending ".txt" is not added to the name in the texture tag so it would appear as "icon_gradeXing.texture"
BlackDot10x10.png The  username  is your name for the asset and the name that other users will see. It is also the name that will appear in the Driver Setup Rule when the driver is being selected. It is a good idea to make it short and meaningful
BlackDot10x10.png The  category-class  identifies the intent of the asset and is important in classifying it for filtering and searching. For driver character assets, the category class is  JI . A list of category classes can be found at WikiLink.PNG Category-class
BlackDot10x10.png The  trainz-build  identifies the minimum Trainz version needed for this asset. A list of asset trainz-build numbers and their corresponding Trainz versions can be found at WikiLink.PNG "Trainz-build"_number
BlackDot10x10.png The  thumbnails  container holds the preview images of the asset shown by the Content Manager program, the Web version of the DLS and, for some assets, the Surveyor main menu image(s) and, in this case, the asset texture itself. Information on thumbnails can be found at WikiLink.PNG Thumbnails
BlackCircle10x10.png The first thumbnail  Default  is the container ID or placeholder for the thumbnail used by CM and the Web based DLS. While its exact label (or number - eg. "Default", "00", "01", etc) is not important, it must be different from any other labels. Default and 0 are commonly used placeholder labels for the 240 x 180 thumbnail image
  • The image is the name of the thumbnail image. It does not have to be called thumbnail.jpg but it must be a JPG format image
  • The width of the image in pixels must be  240 
  • The height of the image in pixels must be  180 
BlackCircle10x10.png The second thumbnail  01  is the placeholder label for the 64 x 64 icon image used by the Driver Character for this asset. Its exact label does not matter but it must be different from the first thumbnail image placeholder label
  • The image is the assets asset_name.texture.txt file (but without the ".txt" at the end)
  • The width of the image in pixels must be  64 
  • The height of the image in pixels must be  64 
BlackDot10x10.png The  description  provides more details for users than the username

PencilTips.PNG Language Options:

All Trainz assets have a language facility built into their config.txt files that allows other language translations to be added for certain tags, such as the username and description tags. A full description of the process can be found on the Trainz Wiki at WikiLink.PNG Localize an Asset and a list of all the supported languages with their two character codes at WikiLink.PNG Localization (country) Codes.
At the very basic level any creator can easily provide other language translations for the username and description tags in the assets they create. Examples are shown below for this sample asset.
username                    "icon grade crossing ahead"
username-c2                 "图标前方的路口"
username-de                 "Symbol Bahnübergang voraus"
username-es                 "icono de cruce de grados por delante"
username-fr                 "icône passage à niveau avant"
username-nl                 "pictogram cijferovergang vooruit"
username-ru                 "значок пересекает"
Translations to Chinese (simplified), Spanish, French, German, Dutch and Russian, perfect or not, were provided by Google Translate.


[edit] The Thumbnail Image

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BlueDot10x10.png A thumbnail image MUST be present in the asset


NotePad.PNG Notes:

The thumbnail image:-

DotPoint.JPG must be in JPG format
DotPoint.JPG must be 240 pixels wide by 180 pixels tall
DotPoint.JPG does not have to be named thumbnail.jpg as long as the name used is in the Thumbnails container in the config.txt file
Thumbnail


[edit] The Icon Image

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BlueDot10x10.png You will need image editing software to create the icon image or to change an existing image to the required dimensions and format
BlueDot10x10.png See the PageLink.PNG Create the Driver Image section at the top of this page for an example


Texture64Pixels.PNG
(not to scale)

Gears.PNG Settings:

The image must meet the following specifications:-

BlackDot10x10.png 64 pixels wide and 64 pixels tall
BlackDot10x10.png bit depth should be 24 (no alpha channel or transparency) or 32 (if an alpha channel is used)
BlackDot10x10.png image file format can be any of:-
BlackCircle10x10.png bmp
BlackCircle10x10.png jpg (jpg does not support transparency)
BlackCircle10x10.png png
BlackCircle10x10.png tga (tga compression should not be used)


PencilTips.PNG If your image will have a transparency, such as a transparent background, it is usually a lot easier to save the image in a format that supports an alpha channel (bmp, png or tga) and either
DotPoint.JPG convert the background to a transparency OR
DotPoint.JPG remove the background and add a transparent layer to the image as its background
... than it is to use a format that does not support an alpha channel. See PageLink.PNG The Texture File below for more details.


[edit] The Texture File

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BlueDot10x10.png The .texture.txt file controls how an image icon is displayed, particularly its Alpha Channel (or transparency) data. The file must be present even if no transparency is used in the icon.



Gears.PNG Settings:
BlackDot10x10.png the Texture File is a standard text file
BlackDot10x10.png the filename is composed of:-
BlackCircle10x10.png a user selected asset_name followed by a period (.)
BlackCircle10x10.png the word texture followed by a period (.)
BlackCircle10x10.png the letters txt


A sample Texture File, "ashpit.texture.txt", is shown below:-

primary=ashpit.jpg
alpha=ashpit.bmp
tile=st

Gears.PNG Settings:
BlackDot10x10.png primary - this is the name of the icon image file that contains the RGB colour image. Any alpha channel in this file will be ignored
BlackDot10x10.png alpha - this is the name of the icon image file that contains the Alpha Channel (transparency) image (see Notes: below)
BlackDot10x10.png tile=st - instructs Trainz to tile the image both horizontally and vertically. This has no effect on the Driver Character icon but must be included for validation purposes
No "white spaces" between the text characters is allowed.

NotePad.PNG Notes:

There are 3 general "scenarios" for the structure of the Texture File in a Texture Non Environmental asset.

Ablue.png If the icon has a transparency (an alpha channel) and is saved in a format that supports the alpha channel

Then:-

primary=Lillian64.png
alpha=Lillian64.png
tile=st
DotPoint.JPG the primary and alpha images are the same file, as in the example shown left
DotPoint.JPG the image must contain both the RGB colour data and the Alpha Channel (transparency) data (it must have a depth of 32 bits)
Bblue.png If the icon needs to have transparency (an alpha channel) but an alpha channel is not available (e.g. it is saved in the jpg file format) or is not suitable

Then:-

primary=Lillian64.jpg
alpha=Lillian64_alpha.jpg
tile=st
DotPoint.JPG two different files (different file names or different image file formats) must be used as in the example shown left
DotPoint.JPG both images must be the same size (64 pixels x 64 pixels)
DotPoint.JPG both images must have a depth of 24 bits - so no alpha channel must be present in either image
DotPoint.JPG the alpha image file should be a greyscale image or just black and white
Cblue.png If the icon image does not have a transparency and no alpha channel is needed

Then:-

primary=Lillian64.jpg
tile=st
DotPoint.JPG the alpha= line in the .texture.txt file is not needed, as in the example shown left
DotPoint.JPG the primary file contains the RGB colour data and can be in any supported image format. If it also has alpha channel data then the alpha channel data will be ignored so the icon will be shown without any transparency

Image file formats supported by Trainz that have an alpha channel are:-

DotPoint.JPG bmp
DotPoint.JPG png
DotPoint.JPG tga (do not use compression)

Image file formats supported by Trainz that DO NOT have an alpha channel are:-

DotPoint.JPG jpg


LinkWiki.PNG A detailed description of the .texture file format can be found on the Trainz Wiki Page at:-
BlueDot10x10.png Texture File


[edit] Using the Asset

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Once the new asset has been committed it will be available for use in a Message Popup Rule. It will appear as a Texture Asset in the rule icon list.


TextureAssetList.PNG
Steps: To use the Texture asset:-
In the WikiLink.PNG Session Editor add a WikiLink.PNG Message Popup Rule and open it for editing.
DotPoint1.JPG Select PortalOptionButtonFilled.PNG Custom Text
DotPoint2.JPG Left Click the icon link Click here to set
DotPoint3.JPG Scroll through the list of Texture Icons
DotPoint4.JPG Select the required icon
DotPoint5.JPG Left Click the Tick.PNG icon to accept the selection


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[edit] Trainz Wiki

TrainzWiki.png

More Tutorials and Guides to Using Trainz

LinkWiki.PNG

Related Links


This page was created by Trainz user pware in August 2018 and was last updated as shown below.


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