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Line 2,714: |
Line 2,714: |
| <tr valign="top"> | | <tr valign="top"> |
| <td>[[image:DotPoint.JPG|10px|link=]]</td> | | <td>[[image:DotPoint.JPG|10px|link=]]</td> |
− | <td>The <span style="font-weight: 700; font-size: 15px; color: white; background-color: black;"> Ground Height </span> options in the '''Scrapbook Filters''' controls how the terrain heights in the '''Scrapbook''' are applied</td> | + | <td>The <span style="font-weight: 700; font-size: 15px; color: white; background-color: black;"> Ground Height </span> options in the '''Scrapbook Filters''' controls how the terrain heights in the '''Scrapbook''' are applied. The <span style="font-weight: 700; font-size: 15px; color: gold; background-color: black;"> Height </span> setting in the '''Tool Options Palette''' will be ignored</td> |
| </tr> | | </tr> |
| <tr valign="top"> | | <tr valign="top"> |
Line 2,734: |
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| <tr valign="top"> | | <tr valign="top"> |
| <td width=25>[[image:PencilTips.PNG|link=]]</td> | | <td width=25>[[image:PencilTips.PNG|link=]]</td> |
− | <td>If you have set the <span style="font-weight: 700; font-size: 15px; color: white; background-color: black;"> Ground Height </span> '''Scrapbook Filter Option''' to '''Add''' or '''Overwrite''' (see [[image:PageLink.PNG|link=]] '''[[#Scrapbook Filters|Scrapbook Filters]]''' below) then the rate or speed at which the ground height changes will be controlled by the '''Tool Options Palette''' <span style="font-weight: 700; font-size: 15px; color: gold; background-color: black;"> Sensitivity </span> setting. Set its value to:-<br> | + | <td>If you have set the <span style="font-weight: 700; font-size: 15px; color: white; background-color: black;"> Ground Height </span> '''Scrapbook Filter Option''' to '''Add''' or '''Overwrite''' (see [[image:PageLink.PNG|link=]] '''[[#Scrapbook Filters|Scrapbook Filters]]''' below) then the rate or speed at which the ground height changes will be controlled by the '''Tool Options Palette''' <span style="font-weight: 700; font-size: 15px; color: gold; background-color: black;"> Sensitivity </span> setting<table cellpadding=2 bgcolor=#ffffff> |
| + | <tr> |
| + | <td colspan="2"> |
| + | ----</td> |
| + | </tr> |
| + | <tr valign="top"> |
| + | <td>[[image:Gears.PNG|link=]]</td> |
| + | <td><span style="font-weight: 700; font-size: 15px;"><span style="color: gold; background-color: black;"> Sensitivity </span> Settings:'''</span> |
| <table> | | <table> |
| <tr valign="top"> | | <tr valign="top"> |
− | <td width=10>[[image:DotPoint.JPG|10px|link=]]</td> | + | <td width=10>[[image:BlackDot10x10.png|link=]]</td> |
| <td>'''1%''' for the smallest possible change with each sweep of the brush</td> | | <td>'''1%''' for the smallest possible change with each sweep of the brush</td> |
| </tr> | | </tr> |
| <tr valign="top"> | | <tr valign="top"> |
− | <td>[[image:DotPoint.JPG|10px|link=]]</td> | + | <td>[[image:BlackDot10x10.png|link=]]</td> |
| <td>'''100%''' for the largest possible change with each sweep of the brush</td> | | <td>'''100%''' for the largest possible change with each sweep of the brush</td> |
| </tr> | | </tr> |
| <tr valign="top"> | | <tr valign="top"> |
| <td colspan=2>Values between these two limits will give intermediate changes with each sweep of the brush over the same area</td> | | <td colspan=2>Values between these two limits will give intermediate changes with each sweep of the brush over the same area</td> |
| + | </tr> |
| + | </table> |
| + | </td> |
| + | </tr> |
| + | <tr valign="top"> |
| + | <td colspan="2"> |
| + | ----</td> |
| </tr> | | </tr> |
| </table> | | </table> |
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| <br> | | <br> |
| <span id="Scrapbook Palette"></span> | | <span id="Scrapbook Palette"></span> |
| + | |
| ===<span style="font-size: 17px; color: white; background-color: blue;"> The Scrapbook Palette </span>=== | | ===<span style="font-size: 17px; color: white; background-color: blue;"> The Scrapbook Palette </span>=== |
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Revision as of 10:38, 30 June 2024
The information in this Wiki Page applies to Surveyor 2.0 (S20) as found in Trainz Plus and TRS22 Platinum.
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Surveyor 2.0 Mouse and Keyboard Aids and Shortcuts |
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Operations |
LClick |
Left Click on an object to Select it |
Shift LClick |
hold down the Shift key and Left Click on another object to add it to the Selection |
LClick Drag |
Left Click and Drag to Move an object or a group of selected objects |
RClick |
Right Click on the terrain to Move the Compass Rose and Focus to that location or to open a setting menu in a palette |
DLClick |
Double Left Click on an object to add it and all nearby identical objects into a single Selection
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when used on a consist all the wagons in the consist, regardless of type, will be selected |
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when used on a spline or track all the segments upto the next junction (in both directions) will be selected |
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Shift DLClick |
hold down the Shift key and Double Left Click on another object to add it and its nearby identical objects to those already in the Selection |
Ctrl LClick Drag |
hold down the Ctrl key and Left Click and Drag to Clone an object or selected objects |
Ctrl C |
press Ctrl + C to Copy selected objects (including the ground heights, ground textures and any TurfFX/Clutter Effect Layers) into a new Scrapbook |
Ctrl D |
press Ctrl + D to Unselect a selected object (or ALL objects if multiple objects have been selected) |
Ctrl E |
press Ctrl + E to open the Route Editor (to edit the route name, description, thumbnail, scale, etc) |
Ctrl F |
press Ctrl + F to open the Object Finder |
Ctrl F1 |
press Ctrl + F1 to switch from Driver to Surveyor via the UDS interface |
Ctrl F2 |
press Ctrl + F2 to switch from Surveyor to Driver via the UDS interface |
Ctrl M |
press Ctrl + M to open the Mini Map |
Ctrl R |
press Ctrl + R to open the Session Editor (to edit the session name, description and rules) |
Ctrl S |
press Ctrl + S to Save the current route and/or session (which ever has been edited) |
Ctrl V |
press Ctrl + V to Paste the current Scrapbook into the route at the cursor position (the Surveyor Compass Rose). The current settings in the Scrapbook Palette Filter will control which objects are pasted and how they are pasted |
Ctrl X |
press Ctrl + X to Cut and remove selected objects from the route and place them into a new Scrapbook. The ground heights, ground textures, TurfFX/Clutter Effect Layers and any objects in locked layers will be copied, not cut |
Ctrl Y |
press Ctrl + Y to Redo (reverse) the last Ctrl Z command |
Ctrl Z |
press Ctrl + Z to Undo previous actions |
Ctrl Space |
press Ctrl + Space to show/hide the User Interface (the Trainz Main Menu icons and all the docked palettes - undocked palettes will still be visible) |
Alt |
hold down the Alt key and hover the tool pointer over an object to Identify it |
Alt LClick |
hold down the Alt key and Left Click on an object to Select it in the Assets Palette and to copy some data from the object to the Tool Options Palette |
Delete |
press the Delete key to Delete a selected object or objects from the route |
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Tools |
W |
selects the Brush Tool |
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E |
selects the Placement Tool |
R |
selects the Eyedropper Tool |
S |
selects the Free Move Tool |
D |
selects the Fine Adjustment Tool |
F |
selects the Marquee Tool |
T |
opens the Context Menu of a selected object |
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Object Context Icons: |
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Further information on the topics mentioned in the above list can be found in Trainz Wiki Pages at:-
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Assets and Objects
(from the Surveyor 2.0 Overview document)
In this online documentation, the term Asset is used when discussing the items listed in Content Manager and the Assets Palette. Every asset has a KUID (unique identifier). When an asset (selected in the Assets Palette) is placed into the Trainz World, the instance of the asset is referred to as an Object. There are multiple types of object, such as Scenery, Splines, Trains, Trackside, etc.
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Surveyor 2.0 vs Surveyor Classic
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Surveyor 2.0 |
Surveyor 2.0 (or S20) is the new Surveyor interface provided to Trainz Plus and TRS22 Platinum as an alternative to Surveyor Classic which has existed since 2002. Surveyor Classic is still available as an option in Trainz Plus and TRS22 Platinum. |
Whats New |
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a single set of common tools that can be applied to ALL types of objects |
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the ability to select multiple objects of different types that can be manipulated as one with more freedom than was previously possible |
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each object has its own Context Menu that applies specific actions depending on the type of object |
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information and controls in dockable and moveable Palettes that can be hidden when not needed |
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a new Scrapbook asset to store "scenes" that can be pasted anywhere in a route, between routes and shared through the DLS |
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a new Marquee Tool that allows:-
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multiple baseboards to be added, deleted and have their heights, ground texture and grid resolution changed in a single operation |
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objects, ground heights, ground textures and TurfFX/Clutter Effect Layers to be moved and copied |
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HD Terrain in Trainz Plus |
The following screen images help illustrate the change in philosophy that has occurred with the release of the Surveyor 2.0 user interface.
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The Tools Palette is at the core of Surveyor 2.0 and takes the place of all the Tool Flyouts that have been the standard for Trainz Surveyor for many years. Some of the tools are new while others have been given a makeover and new abilities. |
The Context Tool is attached as an icon to a selected or newly placed object. The icon design will vary according to the type of object. |
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Keyboard Shortcut: W |
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The Brush Tool "paints" the ground heights, ground textures, effect layers and scrapbook scenes in the Trainz World |
The Brush Tool has two drop down menu lists.
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Brush Targets The first drop down menu will set the "Brush Target" which is the type of brush. Left Click on the drop down box and on a Target to select it. The Brush Targets are:- |
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Ground Height |
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Ground Texture |
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Scrapbook Data |
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<List of Effect Layers> |
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Edit Effect Layers |
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If you have any Effect Layers then they will appear as Targets in this drop down list. Select an Effect Layer to use the brush to paint with that layer. See Effect Layers below |
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Brush Actions The second drop down menu will set the "Brush Action" which is how the brush works. Its options will vary with the bush target selected (see the following sections) and for some targets no options will appear meaning that the selected brush target does not have any different actions |
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This Brush Target raises or lowers the Ground Surface Height by using a "painting" action |
This Brush Target uses the Tool Options Palette. If this palette is not visible on the screen then refer to Notes: Palettes at the top of this document.
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Brush Actions |
When the Ground Height Target is selected, the second drop down box will give a choice of several brush actions that control how the height is adjusted. |
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The actions are:- |
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Height Up |
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Height Down |
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Set Height |
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Grade |
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The Tool Options Palette Sensitivity setting controls the rate or speed at which the height will be changed as the brush moves across the terrain.
100% = fastest: 1% = slowest |
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Ground Height Brush Actions: |
Height Up Height Down |
raises/lowers the ground at a rate controlled by the Tool Options Palette Sensitivity setting |
Set Height |
"plateaus" the ground to the Tool Options Palette Height setting at a rate controlled by the Sensitivity setting |
Grade |
creates a smooth slope at the Tool Options Palette Grade and Angle settings at a rate controlled by the Sensitivity setting |
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Notes: Tool Options Palette Controls
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The active ground height brush options for each action are shown in the Tool Options Palette with a Gold coloured icon next to their names. Those options that have their icon greyed out will be ignored by the selected action, but they can still be edited. |
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Most of the data entry boxes in the Tool Options Palette have a Popup Menu (Right Click inside the box) that can be used to collect and distribute data - see the Wiki Page How to Use the Surveyor 2.0 Palettes for more details. |
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Height Up/Height Down
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Set Height
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Grade
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On the right of each data entry box is a pair of Up/Down arrow controls. Left Click and Drag up or down on these to adjust the value in smaller increments |
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Radius |
the brush radius (metres) - see Notes: below |
Range: |
5m and above for 5m and 10m grid resolutions
0.125m and above for HD Terrain (available in Trainz Plus only) |
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Height |
the brush height (metres) - see Tips: below |
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Sensitivity |
the rate at which the Height changes |
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1% (very slowly) to 100% (very quickly) |
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Grade |
slope gradient - see Notes: below |
Range: |
0% = flat ("Plateau" in Classic) to |
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±100% = steep (but not vertical) |
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Angle |
grade direction - see Notes: below |
Range: |
0° (North) to ±359°
a negative value reverses the grade direction |
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Notes:
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Unlike Surveyor Classic, there is no upper limit to the brush Radius . Brushes of hundreds of metres (even kilometres) in size are possible. However, the performance will decrease as the brush radius increases. If you are using the brush to set an entire baseboard, or many baseboards, to a specific height then the Marquee Tool would be a better choice. |
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The Grade is defined as vertical rise divided by horizontal distance converted to a percentage figure. So a grade of 100% (the maximum allowed) would mean a slope formed by the height and distance both being the same value (e.g. a height increase of 50m over a distance of 50m). A vertical slope (a cliff) would have an infinite grade which is currently impossible in Surveyor. |
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The Angle controls the compass direction when creating a grade in the ground surface - 0° = North, 180³ = South
Angles greater than 360° can be entered but will give the same result as the angle minus 360°. For example: 450° is exactly the same angle as 90° (450°-360°=90°) |
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Identifying the Ground Height
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You can copy the current Ground Height of any spot in the route into the Tool Options Palette Height setting. Once it has been copied the height can be applied to the Ground Height Brush or to any object in the route. |
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To copy the Ground Height choose one of the following:-
Options: |
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Using the Eyedropper option found in any brush tool |
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Steps:
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move the mouse pointer onto the spot on the terrain |
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hold down the Alt key and Left Click |
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This option is a good choice when there are no scenery objects (e.g. vegetation, splines, buildings, etc) over the ground being sampled by the eyedropper.
Warning: This will switch the Brush Tool from Ground Height to Ground Texture for painting with the texture or grid pattern at the location clicked |
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OR |
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Using the Height setting and the compass |
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Steps:
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Right Click onto the spot on the terrain to move the Compass |
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Right Click inside the Height setting entry box |
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Left Click on the menu option
Get Height at Compass |
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This option is recommended when there are scenery objects (e.g. vegetation, splines, buildings, etc) between the ground and the eyedropper. In these cases the object name shown in the eyedropper Tooltip is NOT the name of a ground texture or a grid pattern. |
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OR |
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Using the Compass and the Info Palette |
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Steps:
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Right Click at the spot on the terrain to move the Compass |
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open the Focus controls in the Info Palette |
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Left Click the z control down arrowhead icon |
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select the menu option
Use Height for Brush |
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This option involves more steps but is also recommended when there are scenery objects (e.g. vegetation, splines, buildings, etc) between the ground and the eyedropper. In these cases the object name shown in the eyedropper Tooltip is NOT the name of a ground texture or a grid pattern. |
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"Painting" the Ground Height
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The ground surface is "sculptured" up, down or to a set height by using a "painting action" with the Brush Tool |
Steps: To set the Ground Surface Height:- |
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select the Brush Tool from the Tools Palette (or press the W key) |
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select the Ground Height from the brush Target drop down list |
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select the brush Action ( Height Up , Height Down , etc) |
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set any brush controls (such as Radius , Height , Grade , Angle , Sensitivity ) in the Tool Options Palette |
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Left Click and Drag on the terrain to change the terrain height |
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Most objects have a height value that can be set and altered using the objects Context Menu or through the Placement, Free Move and Fine Adjustment tools (see the sections below dealing with each of these tools for more details). |
Object Context Menu Ground Height Options |
Once an object has been placed you can open its Context Menu ( Left Click on its icon or press the T key) to access a range of options and functions. The following Ground Height specific options will appear, along with other more general options, in the objects Context Menu.
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Smooth Ground Under Selected |
smooths the height of the ground under the selected object to match the set height of the object. The size of the area affected will depend on which has the greater value: the width of the object OR the Tool Options Palette Radius setting. If multiple objects at different heights have been selected then the ground height will be set to match, as far as possible, the heights of each object |
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Settle on Ground |
sets the height of the selected objects to match the height of the ground beneath them ("drops them back to earth") |
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Apply Height |
sets the height of the selected object to the value in the Tool Options Palette Height setting. Where multiple objects have been selected the context object, the one with the Context Icon, will have its height set to the Height value and the other selected objects will have their heights adjusted up or down by the same amount |
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Terrain Forming Tips
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Using Splines to Set a Ground Gradient
See Add a Spline Object for more details but once you have set a spline segment to a specific gradient you can bring the terrain up or down to match the gradient beneath the spline so that it will sit smoothly on top of the ground. Use the following steps:- |
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Set the Tool Options Palette Radius control to the desired brush radius. The distance on each side of the spline that will be affected will increase with larger entered values. The minimum radius value will depend on the set baseboard resolution - 10m radius for 10m and 5m grids, 5m for HD grids |
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Open the spline segments Context Menu ( Left Click on its icon or press the T key) and select the option Smooth Ground Under Selected |
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If it is no longer needed you can delete the spline leaving the ground with its new gradient |
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You can also perform this operation with multiple spline segments (each with a different gradient if needed) using the Free Move Tool and the Fine Adjustment Tool |
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This Brush Target paints the currently selected Ground Texture (from the Assets Palette) on the ground |
This Brush Target uses the Tool Options Palette and the Assets Palette. If these palettes are not visible on the screen then refer to Notes: Palettes at the top of this document.
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Brush Actions |
When the Ground Texture Target is selected, the second drop down box will be disabled - there are no brush texture actions. |
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Notes: Tool Options Palette Controls
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The active texture brush options are shown in the Tool Options Palette with a Gold coloured icon next to their names. Those options that have their icon greyed out will be ignored, but they can still be edited. |
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Most of the data entry boxes in the Tool Options Palette have a Popup Menu (Right Click inside the box) that can be used to collect and distribute data - see the Wiki Page How to Use the Surveyor 2.0 Palettes for more details. |
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Notes:
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Unlike Surveyor Classic, there is no upper limit to the brush Radius . Brushes of hundreds of metres (even kilometres) in size are possible. However, the performance will decrease as the brush radius increases. If you are using the brush to paint an entire baseboard, or many baseboards, then the Marquee Tool will be quicker but it will not give the options of changing the scale and rotation while painting the texture. |
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The Rotation controls the starting compass angle (0° = North, 180° = South) for the texture when painting and is often used to avoid pattern repetition. As in Surveyor Classic, holding down the [ or ] keys while painting will continuously change the rotation angle |
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Identifying a Ground Texture
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You can identify and select an existing Ground Texture to use elsewhere in the route
Steps: To identify a Ground Texture:- |
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Hold down the Alt key and move the pointer onto the texture to be selected. Its name will appear in the pointer ToolTip |
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While holding down the Alt key Left Click on the texture |
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The texture will be selected in the Assets Palette and the Ground Texture target in the Brush Tool will be activated so you can immediately start painting with the texture using the current Tool Options Palette settings. This will also copy the Ground Height at the selected point into the Tool Options Palette Height setting (but this value will be ignored when painting with a texture) |
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Painting a Ground Texture
Steps: To paint with a Ground Texture:- |
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select the Brush Tool from the Tools Palette (or press the W key) |
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select the Ground Texture from the brush Target drop down list |
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open the Ground Texture list in the Assets Palette by a Left Click on the icon (the first icon in the row) and select a Ground Texture from the list. You can narrow the search by entering the name or a partial name of the texture in the Search box below the row of icons |
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set any brush controls ( Radius , Sensitivity , Rotation , Scale ) in the Tool Options Palette |
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Left Click and Drag on the terrain to start painting |
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Shortcut You can quickly select the Brush Tool and set its target to Ground Texture to immediately start painting the terrain by:- |
Steps: To paint with a Ground Texture (quick steps):- |
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select a Ground Texture in the Assets Palette (described in Step 3 above) OR hold down the Alt key and Left Click on an existing texture. Both methods will automatically select the Brush Tool, set its target to Ground Texture and set the selected texture for painting |
You can then start painting the terrain with Step 3 below using the current Tool Options Palette settings, OR you can also... |
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change any brush controls ( Radius , Sensitivity , Rotation , Scale ) in the Tool Options Palette, Then... |
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Left Click and Drag on the terrain to start painting |
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Notes:
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The intensity at which the ground texture is painted is controlled by the Tool Options Palette Sensitivity setting. This allows you to paint over an existing texture (including the Grid pattern) in a way that will let most, some or none of the original texture show through
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Sensitivity Settings:
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1% to make the new texture almost transparent. The level of transparency will decrease with each new brush sweep over the same area |
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50% to make the new texture 50% or semi-transparent |
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100% to make the new texture completely hide the original texture with a single sweep of the brush |
Values between these two limits will give intermediate changes with each sweep of the brush over the same area |
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Unlike Surveyor Classic, there is no upper limit to the brush Radius . Brushes of hundreds of metres (even kilometres) in size are possible. However, the performance will decrease as the brush radius increases. If you are using the brush to paint an entire baseboard, or many baseboards, then the Marquee Tool will be quicker but it will not give you options for changing the brush properties when painting. |
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You can use the Marquee Tool to paint a large area, an entire baseboard or several baseboards with a selected ground texture. See Managing Baseboards for more details |
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You can set a default Ground Texture that will automatically cover every new baseboard added. See Default Baseboard Ground Texture below for more details |
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Most objects can have a Ground Texture automatically painted beneath them. |
Object Context Menu Ground Texture Option |
Once an object has been placed you can open its Context Menu ( Left Click on its icon or press the T key) to access a range of options and functions. The following Ground Texture specific options will appear, along with other more general options, in the objects Context Menu.
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Paint Under Selected |
the texture selected in the Assets Palette will be painted under the selected objects. The Tool Options Palette brush settings ( Radius and Sensitivity ) will control how the texture is applied. If no ground texture has been selected in the Assets Palette then this option will be greyed out. This option is frequently used to paint a texture under selected track (or other) splines. |
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Texture Painting Tips
Default Baseboard Ground Texture
When a new route is created or a new baseboard is added it will be covered with the ground texture for the selected Region or the default texture if no region has been set. This can be changed to a different texture (including to the standard TRS19/TRS22 grid pattern). |
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Steps: To disable the current default ground texture (easiest method):- |
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open the Surveyor Display Menu |
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select the Ground option |
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select the Grid sub-option. This will use the current grid texture. |
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A more complex solution is to edit an existing Region or create one of your own to add your preferred ground texture (such as the standard TRS22 grid pattern) to each new route you create and every new baseboard that you add. |
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Notes:
The Baseboard Ground Texture, chosen from the Surveyor Display Menu or by specifying a Region, will become the default for every new route you create and every new baseboard you add, until you change it to something else. |
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HD Terrain and Ground Textures
HD Terrain or HDT (High Definition Terrain) is only available as an option in Trainz Plus |
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The HD option provides a surface grid resolution in Trainz Plus down to 12.5cm (0.125m) from the standard 5m or 10m resolutions. This gives you far more realistic terrain for cuttings, embankments, ditches, drains, the track bed, etc.
However, there is a price that has to be paid for using this feature. You will be limited to a maximum of 16 different ground textures per baseboard but each baseboard can have 16 completely different ground textures. So it does not limit the total number of textures used in a route.
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Notes:
This is a limitation imposed by your computer hardware and not one "plucked out of the air" by N3V to make life more difficult for route creators. All other sims/games that use HDT, or its equivalent, have the same or an even more restrictive limit (e.g. only 8 textures per baseboard equivalent) |
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What happens if you exceed the limit of 16 textures in a baseboard? |
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If you have upgraded a route from 5m or 10m resolution to HD (see Upgrading a Route to HD) then Trainz Plus will replace any textures in any baseboards that are over the limit with textures already used in those baseboards. The upgrade process will give you the x and y co-ordinates of all the altered baseboards so you can check for any visible changes |
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If you are adding ground textures to a HD route and paint a new texture onto a baseboard that already has 16 ground textures, then the new texture will be replaced by one that is already present in that baseboard |
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For Trainz Plus subscribers there is a simple way to get around the 16 textures per baseboard limit - add a Color Effect Layer.
This layer allows different coloured tints to be painted over individual areas of the existing ground textures to alter their appearence and increase the range of colours in a baseboard.
The Color Effect Layer also works in routes that use standard 5m and 10m grid resolutions. Details can be found in the Effect Layers section below. |
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This Brush Target paints the currently selected Scrapbook (from the Scrapbook Palette) onto the ground |
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When pasted or painted the Scrapbook can be
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resized and rotated (to any angle) |
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filtered to select which of its assets will be used |
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set to replace or add to any assets already present |
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This Brush Target uses both the Tool Options Palette and the Scrapbook Palette. If these palettes are not visible on the screen then refer to Notes: Palettes at the top of this document. |
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Creating a Scrapbook
A new scrapbook is created by one of two methods:-
Pasting a Scrapbook
To paste a scrapbook into your Trainz World:-
Steps: To Paste a Scrapbook:- |
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Move the Compass Rose to the position where the scrapbook will be placed |
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Select the required Scrapbook from the The Scrapbook Palette. Its image will be shown in the palette thumbnail |
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Set the The Scrapbook Filters to include/exclude any objects or features |
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Press the keys Ctrl + V . You can also select an object, open its Context Menu and select the Paste option - the scrapbook will still be placed at the current position of the compass rose and it will NOT replace the selected object |
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The scrapbook will be pasted inside a Marquee Selection Area which can be moved and/or resized. See the Marquee Tool for more details. The Tool Options Palette controls Scale and Rotation have no effect when pasting a scrapbook |
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If you change your mind immediately after the Scrapbook has been pasted and while it is still surrounded by the Marquee Selection Area, you can remove the scrapbook objects by pressing the Delete key |
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To remove the Marquee Selection Area but leave the pasted scrapbook intact, Left Click anywhere outside the area or press the Ctrl + D keys |
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Notes:
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Scrapbooks, when painted or pasted, can contain any combinations of:- |
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Ground Heights |
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Ground Textures |
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TurfFX/Clutter Effect Layers |
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Scenery Objects (Meshes) - individual buildings, trees, signals, etc |
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Scenery Splines - roads, track, fences, etc |
You have options in The Scrapbook Filters that will control which of these data types are added to your Trainz World and how they are added. |
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Scrapbook Pasting Tips
|
Add Variety to Pasting a Scrapbook
A single scrapbook can be pasted many times in a layout but each instance can have variations that will make it different from the others. Use the following steps:- |
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Use the Scrapbook Filters to change the elements that are placed into the route (e.g. Ground, Scenery, Textures, Splines, Effect Layers) and how they are added (None, Add, Overwrite) each time it is pasted |
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Use the 3D Anchor Frame on the Marquee Selection Area to rotate and resize the scrapbook immediately after it has been pasted |
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The Brush Actions and Controls
Brush Actions |
When the Brush Tool has been selected from the Tools Palette and the Scrapbook Data Target is also selected, the second drop down box will give a choice of two brush actions that control how the scrapbook is applied. |
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The actions are:- |
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Scrapbook Brush |
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Scrapbook Clone |
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Scrapbook Brush Actions: |
Scrapbook Brush |
will resize the scrapbook contents to fit the selected brush shape and size |
Scrapbook Clone |
will paint the scrapbook sized according to the Tool Options Palette Scale setting |
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Notes:
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Scrapbook Brush will resize the scrapbook contents to fit the selected brush shape and size.
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If the brush is small then the scrapbook contents will be compressed closer together |
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If the brush is large then the contents will be spaced further apart |
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Every Left Click will paste another complete scrapbook copy |
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The Scale setting in the Tool Options Palette is ignored. |
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Scrapbook Clone will paste the scrapbook sized according to the Scale setting (100% = original size)
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Notes: Tool Options Palette Controls
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The active scrapbook brush options for each action are shown in the Tool Options Palette with a Gold coloured icon next to their names. Those options that have their icon greyed out will be ignored by the selected action, but they can still be edited. |
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Most of the data entry boxes in the Tool Options Palette have a Popup Menu (Right Click inside the box) that can be used to collect and distribute data - see the Wiki Page How to Use the Surveyor 2.0 Palettes for more details. |
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Painting with the Scrapbook Brush
Steps: To "paint" with a Scrapbook asset:- |
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select the Brush Tool from the Tools Palette (or press the W key) |
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select the Scrapbook Data target from the Brush Tool first drop down menu |
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select a brush action ( Scrapbook Brush or Scrapbook Clone ) from the Brush Tool second drop down menu |
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select a Scrapbook asset to be painted (see The Scrapbook Palette below) |
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open the Scrapbook Filter in the Scrapbook Palette and select the features to be painted and the method used (see Scrapbook Filters below) |
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set any Brush controls (e.g. Radius ) from the Tool Options Palette |
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Left Click or Left Click and Drag (depending on your brush settings) on the terrain to paint with the scrapbook asset |
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Notes:
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Scrapbooks, when painted or pasted, can contain any combinations of:- |
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Ground Heights |
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Ground Textures |
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TurfFX/Clutter Effect Layers |
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Scenery Objects (Meshes) - individual buildings, trees, signals, etc |
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Scenery Splines - roads, track, fences, etc |
You have options in The Scrapbook Filters that will control which of these data types are added to your Trainz World and how they are added. |
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Notes:
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Unlike Surveyor Classic, there is no upper limit to the brush Radius . Brushes of hundreds of metres (even kilometres) in size are possible. However, the performance will decrease as the brush radius increases |
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The Rotation controls the starting angle for painting the scrapbook objects in increments of 1° |
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The Ground Height options in the Scrapbook Filters controls how the terrain heights in the Scrapbook are applied. The Height setting in the Tool Options Palette will be ignored |
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Setting extreme values for the Scale and the Radius when using the Scrapbook Data Clone Brush can cause performance issues (i.e. long delays) while the program attempts to scale and clone the scrapbook contents into the route |
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If you have set the Ground Height Scrapbook Filter Option to Add or Overwrite (see Scrapbook Filters below) then the rate or speed at which the ground height changes will be controlled by the Tool Options Palette Sensitivity setting
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Sensitivity Settings:
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1% for the smallest possible change with each sweep of the brush |
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100% for the largest possible change with each sweep of the brush |
Values between these two limits will give intermediate changes with each sweep of the brush over the same area |
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Scrapbook Painting Tips
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Add Variety to Painting a Scrapbook
A single scrapbook can be reused many times in a layout but each instance can have variations that will make it different from the others. Use the following steps:- |
|
Use the Scrapbook Filters to change the elements that are placed into the route (e.g. Ground, Scenery, Textures, Splines, Effect Layers) and how they are added (None, Add, Overwrite) each time it is painted |
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In the Tool Options Palette alter the Scale and Rotation settings |
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The Scrapbook Palette
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This palette selects the scrapbook to be painted or pasted as well as performing a very limited range of management tasks |
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Left Click on the pin icon to Lock (blue pin) and Unlock (white pin) the scrapbook. Locked scrapbooks are permanent (but can still be deleted). Unlocked scrapbooks will "expire" (self delete) after 5 days |
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Left Click on the delete icon to delete the current scrapbook - most scrapbooks can be deleted (see Notes: Deleting Built-in Scrapbooks below on how to deal with the exceptions to this)
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Deleting a scrapbook WILL NOT delete any objects that it has painted or pasted into the route. The scrapbook simply identifies the objects, it has no control over them after they have been added to the route. |
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The thumbnail of the currently displayed scrapbook and the one that will be painted or pasted into the route |
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Identifies the currently displayed scrapbook (the first number) and the total number of stored scrapbooks (the second number) |
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Left Click on the < or > to move forwards or backwards through the stored scrapbooks to select the scrapbook that will be added to the route |
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The scrapbook name can be edited. Simply Left Click inside the name box to edit or replace the current name then Left Click on the image OR press the Enter key |
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Notes: Deleting Built-in Scrapbooks
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Some scrapbooks are installed with Trainz and cannot be deleted. These scrapbooks have the label Prefab at the front of their names (you may have to scroll to the front of the name to see it). While they cannot be deleted they can be "disabled" so that they won't appear as an installed scrapbook. Unlocking them will not cause them to "expire" - after 5 days they will just become locked again. |
Steps: To disable built-in scrapbooks |
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Open Content Manager and locate the "permanent" scrapbook or scrapbooks.
Search Tips: Name: starts with "Prefab"; Status: is Built-in; Type: is Misc |
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Highlight (select) the scrapbook assets individually or as a group |
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Open the Content menu and select the Disable option |
You can reverse this and enable any or all of these scrapbooks at any time if you need them. |
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The Scrapbook Filters
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The filters control which elements in the scrapbook are added to the route and how they are added. |
Steps: To Open the Scrapbook Filters |
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Left Click on the arrowhead next to the Filters: label below the scrapbook image to open the scrapbook filters. |
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This Brush Target paints a selected Effect Layer into your Trainz World |
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Notes:
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Effect Layers are created using the Edit Effect Layers options found in both the Surveyor Edit Menu at the top of the screen and also in the Brush Tools drop down list. They can also be loaded from .cdp files and installed from the DLS (Download Station) |
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Once created Effect Layers can be saved as Presets to be used in other routes |
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Selecting an Existing Effect Layer
Effect layers that you have created for the current route (see Edit Effect Layers) or installed into the current route (see Loading Preset Effect Layers) will be listed in both the Layers Palette and in the Effect Layer Brush Tool target list |
Selecting an Effect Layer from the Brush Tool:
Selecting an Effect Layer from the Layers Palette:
Loading Preset Effect Layers
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Preset effect layers are layers that have been created in other routes and saved into Content Manager or downloaded from the DLS |
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Preset effect layers can be added to your existing route |
For instructions on saving an effect layer as a Preset, see Save a Layer as a Preset below.
Steps: To load a Preset Effect Layer into a route:- |
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Effect Layer Tool Options
The Effect Layer brush tool uses the Tool Options Palette. If this palette is not visible on the screen then refer to Notes: Palettes at the top of this document. |
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Notes: Tool Options Palette Controls
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The active effect layer brush options for each action are shown in the Tool Options Palette with a Gold coloured icon next to their names. Those options that have their icon greyed out will be ignored by the selected action, but they can still be edited. |
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Most of the data entry boxes in the Tool Options Palette have a Popup Menu (Right Click inside the box) that can be used to collect and distribute data - see the Wiki Page How to Use the Surveyor 2.0 Palettes for more details. |
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Radius |
the brush radius (metres) - see Notes: below |
Range: |
Will depend on the effect layer being added. See Notes: below |
|
Height |
the water layer height (metres) as painted by the brush |
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Sensitivity |
the rate at which the Intensity (TurfFX, Clutter, Color) or Height (Water) setting changes |
Range: |
1% (very slowly) to
100% (very quickly) |
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Intensity |
effect density or coverage within the brush |
Range: |
1% (almost none) to
100% (maximum) |
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Grade |
Water Effect Layer slope gradient - Trainz Plus and TRS22PE only |
Range: |
0% (flat) to
100% (steep but not vertical) |
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Angle |
Water Effect Layer grade direction (compass degrees) - Trainz Plus and TRS22PE only |
Range: |
0° (North) to ±359°
a negative value reverses the grade direction |
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Color |
Color Effect Layer colour selection (RGB and Brightness values) - Trainz Plus only |
Range: |
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Left Click on the coloured box next to the title Color to open the colour selector.
Set a Colour: Select a colour by either:- |
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a Left Click on the colour in the colour picker device, OR |
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enter its RGB value in Hexadecimal |
Optionally: Set a brightness value for the selected colour by moving the slider up or down |
Reset: Left Click the Reset button (the circular arrow on the bottom right) to cancel your changes and reset the colour to its default value. This default value is set using the Edit Effect Layer... - see Edit Color Effect Layer below |
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The Height setting is ignored for TurfFX, Clutter and Color effect layers because these layers will be painted at the existing ground surface height. |
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Notes:
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Unlike Surveyor Classic, there is no upper limit to the brush Radius . Brushes of hundreds of metres (even kilometres) in size are possible. However, the performance will decrease as the brush radius increases |
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The minimum brush Radius will depend on the configuration settings (asset density, resources used, etc) of the Effect Layer that is being painted. If the Radius setting is below the minimum for the selected Effect Layer then the brush circle will turn red and it will not paint |
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TurfFX and Clutter Effect Layers
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TurfFX and Clutter are Effect Layers that can quickly add vegetation and other ground "artifacts" (e.g. weeds, crops, stones, etc) over large areas |
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In a future "soon to be released" TM version of Trainz, TurfFX will be removed as a separate effect layer and become part of an updated Clutter effect layer |
Brush Actions |
When a TurfFX or Clutter Effect Layer has been selected as the Target, the second drop down box will give a choice of three actions. |
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The actions are:- |
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Increase |
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Decrease |
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Set Intensity |
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Use the Tool Options Palette Intensity and Sensitivity settings to control how the Effect Layer is applied to the terrain |
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TurfFX and Clutter Effect Layer Actions: |
Increase |
increases the Tool Options Palette Intensity of the effect layer at a rate controlled by the Sensitivity setting, upto a maximum of 100%. Each time the brush is moved over the same area the Intensity or Density of the effect layer is increased |
Decrease |
decreases the Tool Options Palette Intensity of the effect layer at a rate controlled by the Sensitivity setting. Each time the brush is moved over the same area the Intensity or Density of the effect layer is decreased |
Set Intensity |
will paint the effect layer in one sweep using the full Tool Options Palette Intensity setting |
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Steps: To paint with a TurfFX or Clutter Effect Layer:-
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select the Brush Tool from the Tools Palette (or press the W key) |
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select the <Turfx effect layer name> or the <Clutter effect layer name> from the Brush Target drop down menu. If there are no TurfFX/Clutter Effect Layers listed then none have been created or installed for this route |
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select a Brush action from the second drop down list ( Increase , Decrease or Set Intensity ) |
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set any required Brush settings - Radius , Intensity and Sensitivity - from the Tool Options Palette |
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Left Click or Left Click and Drag on the terrain to paint with the selected Effect Layer. Note: If the brush painting circle is RED then the effect layer will not paint because the brush Radius is too small |
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Both TurfFX and Clutter use LOD data so their visual effect will decrease the further away they are from your point of view. So there is no advantage, but there is a possible performance disadvantage, in painting these effect layers right out to the horizon |
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You can automatically select the Brush Tool and set its target to an effect layer to immediately start painting with that layer by:-
Steps: To paint with a TurfFX or Clutter Effect Layer (quick steps):- |
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select the Effect Layer in the Layers Palette. You can then start painting (Step 4 below) with the current Tool Options Palette settings, OR |
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select the brush Action ( Increase , Decrease , Set Intensity ), AND/OR |
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set any brush controls ( Radius , Intensity , Sensitivity ) in the Tool Options Palette |
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Left Click or Left Click and Drag on the terrain to paint with the selected Effect Layer. Note: If the brush painting circle is RED then the effect layer will not paint because the brush Radius is too small |
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Notes:
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The density or coverage of the TurfFX and Clutter ground effects within the brush area is controlled by the Tool Options Palette Intensity setting.
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Intensity Settings:
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1% to apply the effect very lightly |
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100% to apply the effect at full density |
Values between these two limits will give intermediate changes with each sweep of the brush over the same area |
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The rate or speed at which the TurfFX and Clutter ground effects change when using the Increase or Decrease brush actions is controlled by the Tool Options Palette Sensitivity setting.
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Sensitivity Settings:
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1% to increase/decrease the application of the ground effect very slowly |
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100% increase/decrease the application of the ground effect at the maximum possible rate |
Values between these two limits will give intermediate changes with each sweep of the brush over the same area |
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Notes: "Floating Turf"
When painting with a TurfFX Effect Layer or a Clutter Effect Layer brush, care must be taken when near the edge of the route. Painting over the edge will create "floating" effect layer artifacts. This can occur in both Surveyor 2.0 and Surveyor Classic. The same effect will occur if an effect layer is painted over a dig-hole, such as those used at tunnel entrances. |
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Water Effect Layer
|
Most of the features of the Water Effect Layer, as described here, are only available in Trainz Plus and TRS22PE |
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The Water Effect Layer will cover the entire route and can be raised above or lowered below the ground to hide or reveal the water where required |
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In Trainz Plus and TRS22PE you can have more than one Water Effect Layer each with a different colour and/or surface effect (calm, ripples, rough) |
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The Ground Height can also be raised or lowered to hide and reveal the water layer where required |
Brush Actions |
When a Water Effect Layer has been selected as the Target, the second drop down box will give a choice of five actions. These actions are identical to those found in the Ground Height Target plus a new action:- |
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The actions are:- |
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Height Up |
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Height Down |
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Set Height |
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Grade |
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Bulk Adjust |
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Use the Tool Options Palette Sensitivity Height Grade and Angle settings to control how the Water Effect Layer is applied |
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Water Effect Layer Actions: |
Height Up
Height Down |
raises/lowers the water layer at a rate controlled by the Tool Options Palette Sensitivity setting |
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Set Height |
will "plateau" the water level to the Tool Options Palette Height setting at a rate controlled by the Sensitivity setting |
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Grade |
creates a smooth water slope at the Tool Options Palette Grade and Angle settings at a rate controlled by the Sensitivity setting - see Notes: below |
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Bulk Adjust |
will move the entire water layer up or down - see Notes: below |
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Notes:
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It is NOT recommended that you use both Water Effect Layers and the original Legacy Water in the same route. Use one or the other but, where possible, avoid using both. |
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The Grade setting is the vertical rise divided by horizontal distance converted to a percentage figure. So a grade of 100% (the maximum allowed) would mean a slope formed by the height and distance both being the same value (e.g. a height increase of 50m over a distance of 50m). A vertical slope (e.g. a waterfall) would have an infinite grade which is currently impossible in Surveyor. |
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The Bulk Adjust action is not fully intuitive and will require some experimentation. It will raise and lower the water effect layer in the baseboard where the Left Click and Drag was executed. Areas within that baseboard where the water effect layer had previously been set to a different height will not be affected until the water level reaches the same height. The Water Effect Layer in surrounding baseboards will also start to move when the level reaches their current heights. |
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Water Effect Layer Example
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A water layer has been lifted above the terrain by using the:-
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Brush Tool target set to the Water Layer |
|
Brush Action set to Set Height |
and the Tool Options Palette |
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Height set to a few metres above the terrain height |
The brush painting action is then used to paint the water at the set height. |
Water Effect Layer Tips
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To create a flat water layer at a set height use the following technique:-
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Select the Set Height brush action rather than Height Up/Height Down actions |
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Set the Tool Options Palette Height to the required value |
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Set the Tool Options Palette Sensitivity to 100% |
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To create a sloping water layer use the following technique:-
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Select the Grade brush action |
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Set the Tool Options Palette Grade to the required slope value |
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Color Effect Layer (Trainz Plus Only)
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The Color Effect Layer is only available to Trainz Plus subscribers |
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The Color Effect Layer adds a "tinting effect" to selected areas of the route |
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Only one Color Effect Layer can be added to a route but it can have different colours in different parts of the route |
Brush Actions |
When the Color Effect Layer has been selected as the Brush Target, the second drop down box will be blank as there are no brush actions for this effect layer. |
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You can think of the Color Effect Layer as a transparent "skin" that covers the ground texture throughout the layout. You can add different colours (or "tints") to the skin at different places to alter the appearance of the ground texture below. |
|
No color effect layer applied |
Color effect layer applied |
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Cricket pitch scene before and after applying a color effect layer that gives the impression of "wear and tear" around the pitch area |
When this Brush Target is selected, the Edit Effect Layer dialogue box will appear. This is the same as selecting Edit Effect Layers ... from the Surveyor Edit Menu. |
Brush Actions |
When the Edit Effect Layers... Target is selected, the second drop down box will be disabled - there are no actions for this brush target. |
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Option Create a New Effect Layer
If no Effect Layers are present then you can create a new one |
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Steps: To create your first effect layer:- |
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Left Click in the Effect Name text box and enter a name for your new Effect Layer |
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Left Click on the Effect Type drop down box and select the type of Effect Layer to be created - TurfFX Clutter Water or Color |
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Left Click on the icon |
You will then be presented with Option as shown below. You will probably need to edit your new Effect Layer |
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Option Edit an Existing Effect Layer |
If Effect Layers are present (including the one you just created in Option above) then select an Effect Layer to edit, delete or choose to create another new one |
Preset: |
this drop down box will list all the Preset Effect Layers that have been loaded into Content Manager. Select a Preset to load it into the route |
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|
Edit Effect Layer - this icon will open and close the editing dialogue area that allows you to alter the appearance and properties of your selected Effect Layer.
Edit with CAUTION |
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to create a new effect layer Left Click on the icon - then follow the steps in Option above |
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to select an existing layer to edit, either select its name from the Layer drop down box OR Left Click on the icon and select the Effect Layer from the Trainz World |
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to delete an effect layer from the route first select it (as described above) and then Left Click on the icon |
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Effect Layers are created for each route. You can select and edit a previously saved Effect Layer (called a Preset) rather than having to recreate the entire effect each time. |
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When you have finished creating or editing an Effect Layer click either the:- |
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icon to accept your changes |
OR |
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icon to reject your changes |
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Save a Layer as a Preset
|
A Preset is an edited or created effect layer that has been saved so that it can be reused in other routes |
Once an effect layer has been created or edited, it can be saved and will appear as a new asset in Content Manager. It can be loaded into other routes (see Loading Preset Effect Layers above), saved as a .cdp file and uploaded to the DLS. |
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Steps: To save an effect layer as a Preset:- |
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Open the Effect Layers window and select the effect layer to be saved |
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Left Click on the icon. The effect layer will be saved using the name you entered for the layer (Grass Short Dry in the example shown on the left) |
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Notes:
A Preset can be deleted from the current route ( Left Click on the icon) but it will remain as a saved asset in Content Manager and can be reloaded if needed. To permanently delete a preset it must be deleted using Content Manager |
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TurfFX Layer Edit Controls
|
Some features of the TurfFX Effect Layer are only available in Trainz Plus and TRS22PE |
Clutter Layer Edit Controls
|
Some features of the Clutter Effect Layer are only available in Trainz Plus and TRS22PE |
Water Layer Edit Controls
|
The Water Effect Layer has been introduced mainly for Surveyor 2.0 although an older and more restricted version is available in TRS19 SP4 |
In Surveyor 2.0 you can have more than one Water Effect Layer. Each can have a different combination of water colour and surface effects (calm, ripples, rough). Each can be raised above the ground height to present a different water surface in different locations. |
Color Layer Edit Controls (Trainz Plus Only)
|
The Color Effect Layer is only available to Trainz Plus subscribers |
You can only have one Color Effect Layer but through the Tool Options Palette it can be given different colours in different locations. |
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Notes:
The Default Value RGB colours will set the initial colour used and the colour that will be set if the Reset button is clicked in the Tool Options Palette while painting a colour. Enter the RGB colour values (0.000 to 1.000) for the required colour |
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WARNING:
Always edit these values with caution |
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A more detailed description of the Color Effect Layer controls can be found on the Trainz Wiki at:-
- Color_effect_layer
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The best way to learn how to create and edit an effect layer is to set up a single baseboard and experiment with the various options and controls. If your experiments create an effect layer that you like then save it as a Preset so that it can be used in another route. |
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Keyboard Shortcut: E |
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The Placement Tool adds objects to a Trainz World |
This tool uses the Tool Options Palette and the Assets Palette. If these palettes are not visible on the screen then refer to Notes: Palettes at the top of this document.
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When selected, this tool has a distinctive pointer icon which makes it easier to identify that the Placement Tool is active |
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The Placement Tool has no Target or Action options so it has no drop down menu lists |
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More Placement Options |
After an object has been placed in a route its position and/or height can be changed by choosing one of the following:- |
Options: |
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using the Free Move Tool OR |
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using the Fine Adjustment Tool OR |
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editing its x y z settings in The Info Palette OR |
|
selecting the Apply Height option in its Context Menu |
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Placement: Setting an Objects Name and Layer
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Once an object has been placed into the Trainz World using the Placement Tool it can be given an optional name and, if needed, moved to a different layer. |
Setting an Objects Name:
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Object names are optional but for some objects they are essential for the operation of a session |
You can give any object in your route an identifying name. In some cases a name is vital for AI and session operations, in other cases it will be needed as a display feature - for example: to be shown on a station nameboard. A name also makes it easier to search for a particular object using the Finder Tool ( Ctrl + F keys). You must have an object selected before it can be named |
If the Info Palette is not visible on the screen then refer to Notes: Palettes at the top of this document. |
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Steps: To name (or rename) a selected object:- |
Note: This must be performed immediately after the object has been placed while it is still highlighted (selected). If the object is not highlighted then select it with the Free Move Tool or the Fine Adjustment Tool. |
|
Left Click inside the Name text entry box in the Info Palette |
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Enter a name |
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Press the Enter key |
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Notes:
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For the majority of objects there is no problem with using the same name multiple times, apart from the difficulty of finding the exact one you want with the Finder Tool |
|
For some objects (Industries, Locomotives, Track Marks, Triggers, Switches, Signals, etc) the objects name is used to help guide and control the AI so unique (non-identical) names must be used |
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Setting an Objects Layer:
|
All objects in the Trainz World are in layers. You can set and change the layers where objects are placed |
An object will always be placed in the currently set Active Layer. The active layer can be changed before the object has been added and objects can be moved to different layers at any time. |
If the Layers Palette and the Info Palette are not visible on the screen then refer to Notes: Palettes at the top of this document. |
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After an object has been placed into a layer in the Trainz World it can be moved to a different layer |
Steps: To move a placed object to another layer:- |
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Placement: Scenery Mesh Objects
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Placement: Add a Scenery Mesh Object
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Individual "non-spline" scenery objects that are not attached to track are often referred to in Trainz terminology as Scenery Mesh Objects. |
Steps: To add a Scenery Mesh Object the first step is to identify the exact asset you want to add. Steps , and are common to placing ALL types of objects but the selection of the object in step will change for different types of objects. |
In the Assets Palette choose one of the following:-
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Optional: To narrow down the filter list type part of the object name into the Search Text Box. For example if you have selected Scenery Objects and want to find "barns", then type "barn" (UPPER/lower case does not matter). |
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This will list all the Scenery Objects containing the text "barn" in their name or description.
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Placement: Move a Scenery Mesh Object
Warning: |
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To move a scenery mesh object DO NOT click on it with the Placement Tool as this will just add another object |
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Track Objects and Rolling Stock Objects are exceptions and they can be moved using the Placement Tool but only immediately after being placed in the Trainz World - see the relevant sections below for more details. |
Placement: Delete a Scenery Mesh Object
To delete a scenery mesh object (or any object) that has just been added by the Placement Tool and is still highlighted, choose one of the following:-
Options: |
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press the Delete key, OR |
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open its Context Menu ( Left Click on its icon or press the T key) and select the option Delete |
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If the object is not highlighted then you must first switch to either the Free Move Tool or the Fine Ajustment Tool, select the object and then choose one of the above options |
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Placement: Set the Height of a Scenery Mesh Object
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An object that has just been added to a route using the Placement Tool can have its height adjusted immediately after placement |
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or it can be adjusted at a later time using the Free Move or Fine Adjustment Tools |
Copying or Checking an Objects Height
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You can copy the height of a selected scenery mesh object (e.g. a house) into the Tool Options Palette Height setting while the Placement Tool is still active. Once it has been copied it can be applied to any other object.
Steps: To copy the height of any selected object into the Height setting:- |
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Right Click in the Height setting in the Tool Options Palette |
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select the Get Height from Selection option |
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You can check the height of any selected object or endpoint using the Info Palette. The height is the last value in the Pos: (Position) data set. |
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Setting an Objects Height
In Surveyor 2.0 scenery mesh objects can be given a height that can place them above or below the ground level.
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To set the height of a selected scenery mesh object, choose one of the following:-
Options: |
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in the Tool Options Palette Height setting, enter a value followed by the Enter key OR |
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in the Tool Options Palette Height setting, enter a value then Right Click and select Set Height to Selection OR |
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from the objects Context Menu select the Apply Height option to apply an existing height setting, OR |
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in the Info Palette enter a value in the objects z (height) setting or Left Click and Drag Up or Down on the double arrowheads to its right. This can be used to set the height to cm accuracy (see The Info Palette below). |
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The object will be moved to the set height above (or below) the terrain. The vertical yellow line shown in the second image on the left indicates the height change. The small yellow dot at the base of the line is the terrain attachment point for the object. |
Scenery Mesh Object Context Menu Options
Once a scenery mesh object has been placed you can open its Context Menu ( Left Click on its icon or press the T key) to access a range of options and functions. The following Scenery Mesh Object specific options will appear, along with other more general options, in the objects Context Menu.
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Apply Height |
sets the height of the selected objects to the value in the Tool Options Palette Height setting |
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Reset Object Rotation |
resets the rotation angle of the selected objects to their default values |
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Randomise Object Rotation |
applies a random rotation angle to each selected object around its vertical axis |
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See Free Move: Scenery Mesh Object Context Menu for the full list of Context Menu options for Scenery Mesh Objects. |
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Placement: Spline Objects (Including Track)
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Placement: Add a Spline Object
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Scenery splines and track splines are defined by their endpoints. Splines are usually added to a route as a series of joined segments linked at the endpoints. |
Steps: Start the process by identifying and selecting the exact track or scenery spline asset that you need from the Assets Palette
In the Assets Palette choose one of the following:-
Options: |
Select from the Assets Palette icons:- |
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spline scenery assets |
OR |
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track spline assets |
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OR |
Select from the Assets Palette drop down list:- |
Scenery Splines |
OR |
Track |
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Spine Laying Tips
Placement: Move a Spline Object
Warning: |
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To move a spline object DO NOT click on it with the Placement Tool as this will just add a junction |
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Steps: To move a spline segment |
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Select the Free Move Tool (or press the S key) or the Fine Adjustment Tool (or press the D key) |
To select multiple spline segments use Shift + Left Click on each segment |
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Left Click and Drag the segment(s) in the required direction
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Note: always drag on a segment not on an endpoint otherwise only the endpoint will be moved |
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For more information see the sections Free Move: Spline Objects or Fine Adjustment: Spline Objects |
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Steps: To move a spline endpoint |
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Select the Free Move Tool (or press the S key) or the Fine Adjustment Tool (or press the D key) |
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Left Click and Drag the endpoint in the required direction |
For more information see the sections Free Move: Spline Objects or Fine Adjustment: Spline Objects |
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Placement: Delete a Spline Object
To delete a spline object (or any object) that has just been added by the Placement Tool and is still highlighted, choose one of the following:-
Options: |
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press the Delete key, OR |
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open its Context Menu ( Left Click on its icon or press the T key) and select the option Delete |
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If the object is not highlighted then you must first switch to either the Free Move Tool or the Fine Ajustment Tool, select the object and then choose one of the above options |
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Placement: Add a Spline Junction
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A junction is formed when three spline segments are joined at an endpoint. Junctions can be formed using non identical but compatible spline objects, such as different types of track splines. |
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Steps: To add a junction to a spline object:- |
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Select the spline object to be used for the junction. The easiest method is hold down the Alt key and Left Click on an existing spline object that you want to use. This will also select the Placement Tool in Step 2 below so you can skip to Step 3 |
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Select the Placement Tool from the Tools Palette |
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Left Click on the spline at the spot where the junction is to be created. This can be on an existing endpoint or between two endpoints where a new endpoint will be inserted |
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move the mouse pointer out from the junction to where the next endpoint of the spline branch will be placed and Left Click |
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Steps: To remove a junction but keep all its spline segments:- |
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open the junction endpoint Context Menu by a Left Click on its Context Icon |
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select the Separate Splines menu option (this will separate ALL the spline segments that meet at that endpoint) |
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A junction can be removed by deleting any spline segment that connects to it |
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A junction endpoint can be moved by using the Free Move Tool or the Fine Adjustment Tool |
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Placement: Add a Track Junction
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A track junction is formed using track splines in the same way as described above but track junctions have additional features |
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Using Procedural Tracks
If the track object used is a Procedural Track then the junction endpoint dot will be coloured:- |
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RED (as shown above) if the junction exceeds the maximum allowed values for a procedural junction, OR |
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BLACK if the junction is within the maximum allowed values for a procedural junction |
See the Wiki Page How to Use Procedural Track for more details |
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Placement: Set a Spline Height
Copying a Spline Objects Height
When you start adding a spline to a route it will always be placed at the height of the terrain regardless of the Tool Options Palette Height setting.
However, you can set the height of any selected segment or endpoint.
Setting a Spline Objects Height
To set the height of a selected spline (including track) or endpoint, choose one of the following:-
Options: |
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Left Click in the Tool Options Palette Height setting and enter a new value (or keep the existing value) then press the Enter key, OR |
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Left Click in the Tool Options Palette Height setting and enter a new value (or keep the existing value) then Right Click in the setting box and select the Set Height to Selection option, OR |
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from the objects Context Menu ( Left Click on the objects Context Icon or press the T key) select the Apply Height option, OR |
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in the Info Palette enter a value in the objects z (height) setting or Left Click and Drag Up or Down on the double arrowheads to its right. This can be used to set the height to cm accuracy (see The Info Palette below). |
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Placement: Set a Spline Gradient
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Notes:
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The Grade is defined as vertical rise divided by horizontal distance converted to a percentage figure. So a grade of 100% (the maximum allowed) would mean a gradient formed by both measurements having the same value (e.g. a rise of 50m over a distance of 50m). A vertical grade (such as up a cliff face) would have an infinite grade which is currently impossible in Surveyor. |
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Copying a Spline Objects Gradient
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You can copy the grade of a spline segment into the Tool Options Palette Grade setting. Once it has been copied it can be applied to any other object. Choose one of the following:-
Options: |
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Use the Eyedropper to copy the grade of any spline segment
Steps: To copy the Grade of a spline segment:- |
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hold down the Alt key and move the mouse tool pointer onto any spline segment |
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while holding down the Alt key Left Click on the spline segment |
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This will also change the asset selected in the Assets Palette to the object clicked and it will become the next object added by a Left Click with the Placement Tool |
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This will also copy the height of the segment at the point it was clicked into the Height setting |
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OR |
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Use the Grade setting drop down menu
Steps: To copy the Grade of the currently active (just placed) spline segment:- |
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Right Click in the Tool Options Palette Grade setting box |
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Select the Get Grade from Selection option |
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Setting a Spline Objects Gradient
To set the gradient of a selected spline segment (including track) after it has been laid by the Placement Tool, choose one of the following:-
Options: |
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Left Click in the Tool Options Palette Grade setting and enter a new value (or keep the existing value) then press the Enter key. This works even if the Grade icon is not coloured Gold . OR |
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select the Apply Grade to this Spline Endpoint option from the Context Menu for the segment endpoint (not the segment context icon) - Left Click on the endpoint Context Icon to apply the existing grade value. The endpoint that has been selected will be the starting point of the grade. |
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You can lay a spline object without any applied gradient so that it will follow the existing terrain height. Simply delete its Grade value so it resets to the default - character |
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Adding Spline Segments at a Set Gradient
To set and use the gradient of a spline object (including track) before it has been laid by the Placement Tool so that all the spline segments will be added with the set gradient in place, until it is changed or cancelled, then:-
Steps: To lay a spline sequence with a preset gradient:- |
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in the Assets Palette Left Click on the spline asset to be added |
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Left Click in the Tool Options Palette Grade setting and enter a new value (or keep the existing value) then press the Enter key. This works even if the Grade icon is not coloured Gold |
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Left Click in the Surveyor World and draw out each spline segment as normal. Each segment will have the height of its second endpoint increased (or reduced for a negative grade) by an amount controlled by the Grade setting |
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You can cancel or change the gradient at any time. The change will only affect any selected spline segment and any additional segments that are added after the change. Simply delete its Grade value so it resets to the default - or enter a new value |
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Placement: Set a Track Condition
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The Tool Options Palette has a Condition setting that only applies to track spline segments. This can be set for a segment that has just been added and is still highlighted.
Condition |
this applies to Track Spline objects and sets the track condition (or "ride comfort") for each segment |
Range: |
1% (terrible track condition) to
50% (average track condition - the default setting) to
100% (perfect track condition)
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If the track segment is not highlighted you must switch to the Free Move Tool or the Fine Ajustment Tool and then select the segment or multiple segments. |
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Steps: To set a track condition:- |
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Enter a value from 1 to 100 in the Tool Options Palette Condition setting |
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Press the Enter key |
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Placement: Add a Track Object
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Track Objects (e.g. signals, speed signs, switches, etc), both visible and invisible, can only be attached to track splines. |
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Notes:
Visible examples of track objects include:- |
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Signals, speed signs, end buffers, switches |
Invisible examples of track objects include:- |
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Trackmarks, triggers, direction and priority markers. Plus invisible trackside objects such as signals, switches and speed signs |
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Steps: Start the process by identifying and selecting the track asset that you need from the Assets Palette
In the Assets Palette choose one of the following:-
Options: |
Select from the Assets Palette icons:-
track (non spline) assets |
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OR |
Select from the Assets Palette drop down list:-
Track Objects |
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Placement: Move a Track Object
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Once a Track Object (e.g. a signal) has been placed it can be moved using the Placement Tool |
Steps: To move a Track Object using the Placement Tool:- |
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Left Click and Drag the Anchor Point (the small yellow dot in the middle of the track as shown in the image above) to any position along the track or to another track.
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You can also move the object by dragging the object itself and not its Anchor Point. However, it will lose its fixed distance, both vertical and horizontal, from the centre of the track. You will then have to open its Context Menu and select the Reattach to Track option to restore it to the correct distance from the track centre |
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Moving Track Objects can also be performed, with more control and additional options, using the Free Move Tool or the Fine Adjustment Tool. |
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Placement: Delete a Track Object
To delete a track object (or any object) that has just been added by the Placement Tool and is still highlighted, choose one of the following:-
Options: |
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press the Delete key, OR |
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open its Context Menu ( Left Click on its icon or press the T key) and select the option Delete |
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If the object is not highlighted then you must first switch to either the Free Move Tool or the Fine Ajustment Tool, select the object and then choose one of the above options |
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Placement: Set the Height of a Track Object
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An object that has just been added to a route using the Placement Tool can have its height adjusted immediately after placement |
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or it can be adjusted at a later time using the Free Move or Fine Adjustment Tools |
In Surveyor 2.0 track objects can be given a height that will place them above (or below) the track. To set the height of a selected track mesh object, choose one of the following:- |
Options: |
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in the Tool Options Palette Height setting, enter a value followed by the Enter key OR |
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in the Tool Options Palette Height setting, enter a value then Right Click and select Set Height to Selection OR |
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from the objects Context Menu select the Apply Height option to apply an existing height setting, OR |
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in the Info Palette enter a value in the objects z (height) setting or Left Click and Drag Up or Down on the double arrowheads to its right. This can be used to set the height to cm accuracy (see The Info Palette below). |
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Placement: Set the Trigger Radius of a Track Object
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Certain track objects have a Trigger Radius that sets how close a consist must approach the object to trigger its action |
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The Trigger Radius of an object can be adjusted by the Placement Tool immediately after it has been placed on a track |
Track objects that have a Trigger Radius include:-
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Track marks such as Track Markers, Priority Markers and Direction Markers |
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Track Triggers |
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Whistle Signs |
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It is a good idea to adjust the trigger radius of these objects so that they do not overlap a track junction |
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The current Trigger Radius of these objects is shown by the size of the "wings" (Red or Green depending on the type of object) attached to the object and, in some cases, a distance value below the name of the object. Both of these options are shown in the image below. |
Track Mesh Object Context Menu Options |
Once a track mesh object has been placed you can open its Context Menu ( Left Click on its icon or press the T key) to access a range of options and functions. The following Track Object specific options will appear, along with other more general options, in the objects Context Menu.
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Rotate Trackside |
swaps the position of the object to the other side of the track so that it faces the opposite direction |
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Change Junction Direction |
if the object is a track switch or junction then its switch direction will be reversed |
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Reattach to Track |
if the object has been moved away from the track then it will be reset to its correct position on the track. This option will be greyed out if the object is already attached to the track |
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See Free Move: Track Object Context Menu for the full list of Context Menu options for Track Objects. |
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Placement: Rolling Stock Objects
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Placement: Add a Rolling Stock Object
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Rolling Stock Objects (e.g. locomotives, passenger cars and wagons) can only be attached to track splines. |
Steps: Start the process by identifying and selecting the rolling stock asset that you need from the Assets Palette
In the Assets Palette choose one of the following:-
Options: |
Select from the Assets Palette icons:-
rolling stock assets |
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OR |
Select from the Assets Palette drop down list:-
Rolling Stock |
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Select the rolling stock asset to be added using Steps and , or the Shortcut , as described in Placement: Scenery Mesh Objects above.
Then continue as shown below:- |
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Left Click on the track at the position where you want the Rolling Stock Object to be placed. |
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Placement: Move a Rolling Stock Object
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Once a Rolling Stock Object (e.g. a wagon) has been placed it can be moved using the Placement Tool |
Steps: To move a Track Object using the Placement Tool:- |
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Left Click and Drag the Anchor Point (the small yellow dot attached to the object) to any position along the track or to another track. It can also be coupled to a consist and then decoupled by dragging the same Anchor Point. |
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Moving, coupling and decoupling Rolling Stock Objects can also be performed, with more control, using the Free Move Tool or the Fine Adjustment Tool. |
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Placement: Delete a Rolling Stock Object
To delete a rolling stock object (or any object) that has just been added by the Placement Tool and is still highlighted, choose one of the following:-
Options: |
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press the Delete key, OR |
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open its Context Menu ( Left Click on its icon or press the T key) and select the option Delete |
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If the object is not highlighted then you must first switch to either the Free Move Tool or the Fine Ajustment Tool, select the object and then choose one of the above options |
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Rolling Stock Object Context Menu Options |
Once a rolling stock object has been placed you can open its Context Menu ( Left Click on its icon or press the T key) to access a range of options and functions. The following Rolling Stock Object specific options will appear, along with other more general options, in the objects Context Menu.
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Rotate Vehicle |
rotates (reverses) the facing direction of a selected rolling stock object. If more than one object has been selected then they will all have their directions reversed but they will remain in the same order |
Change Consist Heading |
reverses the consist heading as indicated by the directions of the red and green arrows above the start and end of the consist |
Rotate Consist Heading |
the entire consist is reversed, both in the order of the vehicles and the direction they face |
Merge into Single Train |
when two or more separate rolling stock assets have been selected they will be coupled into a single consist. See Coupling Rolling Stock Objects for more details |
Save to Consist Asset... |
saves the selected rolling stock objects as a new consist asset in the Assets Palette |
See Rolling Stock Object Context Menu for the full list of Context Menu options for Rolling Stock Objects. |
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Placement: Naming an Object
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A newly placed and still selected (highlighted) object can be given a name while the Placement Tool is still active |
Steps: To name an object using the Placement Tool:- |
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Make sure that the Info Palette is on the screen. If this palette is not on the screen then refer to Notes: Palettes at the top of this document. |
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Enter a new name in the Name text entry box in the Info Palette then press the Enter key |
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There is no ban on two or more objects using the same name |
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In the image shown on the left there are 4 objects all named Old Orroroo Rd.
This will not cause any problems for scenery objects apart from finding the exact one you want with the Finder Tool ( Ctrl + F keys).
However, duplicated names will cause problems for Industries (including passenger enabled stations), Locomotives, Track Marks, Triggers, Switches, Signals, etc that have to be identified to control the operation of a session. |
These objects must have unique names |
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Keyboard Shortcut: R |
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The Eyedropper Tool identifies and selects objects in a Trainz World |
This tool uses the Assets Palette. If this palette is not visible on the screen then refer to Notes: Palettes at the top of this document.
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| When selected, this tool has a distinctive pointer icon which makes it easy to identify that the Eyedropper Tool is active |
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The Eyedropper Tool has no Target or Action options so it has no drop down menu lists |
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| An Eyedropper is inside all the tools so you can quickly identify any object without having to switch to the Eyedropper Tool and back again. |
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hold down the Alt key and move the pointer tool onto an object to reveal its name as a ToolTip |
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hold down the Alt key and Left Click on an object to select it in the Assets Palette list. This will also select the Placement Tool so the next Left Click will add the object to your Trainz World |
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hold down the Alt key and Left Click on the terrain to copy the Height value at that point into the Tool Options Palette Height setting. That value can then be used to set the brush Height for other terrain areas |
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hold down the Alt key and Left Click on a track or spline segment to copy the Grade value at that point into the Tool Options Palette Grade setting. That value can then be used to set the Grade of other spline segments |
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From the Eyedropper Tool
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Steps: To use the Eyedropper:- |
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select the Eyedropper Tool from the Tools Palette (or press the R key |
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move the pointer, which will look like an Eyedropper, over any object to reveal its name in a ToolTip which will appear below the pointer |
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Optional: hold the eyedropper over any object for a few seconds to reveal more information such as its <kuid> code |
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Optional: Left Click on the object to identify it in the Assets Palette It will be highlighted in grey |
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Optional: Left Click on the asset name in the Assets Palette filter list to select it (highlighted in blue) and switch control to the Placement Tool so the next Left Click will place the selected asset in your Trainz World. |
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From the Brush, Placement, Free Move, Fine Adjustment, Marquee Tools
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You can access the Eyedropper while using any of the other tools in the Tools Palette |
Steps: To access the Eyedropper from the other tools:- |
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hold down the Alt key. The Eyedropper Tool will be temporarily selected in the Tools Palette |
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move the Eyedropper onto an object to identify it as described above. The name and <kuid> of the object will appear in the pointer tooltip. If you release the Alt key without selecting an object then you will be returned to your originally selected tool in the Tools Palette |
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while holding down the Alt key Left Click on the object to select it in the Assets Palette
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If you change your mind you can Left Click on another object if you are still holding down the Alt key. If you have already released the Alt key then hold it down again to select another object |
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after a Left Click on the selected object release the Alt key. The Placement Tool will be selected in the Tools Palette. This means that the next Left Click will place that object in your Trainz World |
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Sometimes (or often) a scene will be too crowded with different scenery objects to be able to use the Eyedropper Tool to easily select a single object. In these cases additional options are available to help "remove the clutter". |
| These filter options can be used with the Placement Tool, Free Move Tool, Fine Adjustment Tool and the Marquee Tool as well as with the Eyedropper Tool |
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At the top of the Assets Palette is a drop down box which controls how the Tool works with the filters that you set.
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The drop down box will provide three options:-
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Filter List |
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Filter Selection |
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Filter Visibility |
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These options work with the Asset Filters to help narrow the search for a specific object or type of object that is in the route.
Asset Filter Options: |
Filter List |
this option will have no effect on the operation of the Tool or on the objects displayed on the screen. It is the default setting and any selections made with the Tool will be shown in the Assets Palette as described in the section Quick Steps above. |
Filter Selection |
this option will restrict the Tool to only working on those objects that are in the filtered list. Objects that are not in the filtered list cannot be selected. |
Filter Visibility |
this option will hide all objects that are not in the filtered list. The only exceptions are Ground Textures and Effect Layers which will be visible but cannot be selected. See Known Issues: note below. |
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As an example the following images show the progressive application of a Visibility Filter.
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Known Issues:
A bug has been reported in this option. When the view is switched from Filter Visibility back to either Filter Selection or Filter List all objects except track objects (signals, switches, speed signs, etc) will become visible again. The track will be visible but not the objects on or attached to it. These objects have NOT been deleted but remain hidden.
This bug has been fixed in the latest Trainz Plus beta version
Workaround: Track objects are normally placed in the route-layer. Toggle the route-layer visibility control (its "eye" icon in the Layers Palette) to OFF ("hide") and then back to ON ("show"). The track objects should reappear. Alternatively, you could also save the route and reload it into Surveyor - this will also return the missing track objects to visibility. |
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Keyboard Shortcut: S |
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The Free Move Tool moves objects around a Trainz World |
This tool uses the Tool Options Palette. If this palette is not visible on the screen then refer to Notes: Palettes at the top of this document.
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The Free Move Tool has no Target or Action options so it has no drop down menu lists |
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| Free Move Alternatives |
In addition to the Free Move Tool the position and/or height of objects can be changed by choosing one of the following:- |
Options: |
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using the Fine Adjustment Tool OR |
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editing its x y z values in The Info Palette OR |
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selecting the Apply Height option in its Context Menu |
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Free Move: Selecting an Object
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The Free Move Tool can be used to select individual objects and multiple objects. The multiple objects can be of different types (e.g. spline objects and scenery objects) |
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Selecting Objects From a Crowded Scene
Sometimes the object you want to select is part of a crowded scene or is overlapped by other objects, such as splines, and this can make it difficult to select. In these situations the best solution is to create an Object Filter using the Assets Palette to narrow the selection to a single object or to a set of objects.
See Narrowing the Search for more details |
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Free Move: Naming an Object
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Steps: To name an object using the Free Move Tool:- |
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Select the object to be named. If more than one object has been selected then only the object with the Context Icon will be named |
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Make sure that the Info Palette is on the screen. If this palette is not on the screen then refer to Notes: Palettes at the top of this document. |
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Enter a new name in the Name text entry box in the Info Palette then press the Enter key |
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There is no ban on two or more objects using the same name |
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In the image shown on the left there are 4 objects all named Old Orroroo Rd.
This will not cause any problems for scenery objects apart from finding the exact one you want with the Finder Tool ( Ctrl + F keys).
However, duplicated names will cause problems for Industries (including passenger enabled stations), Locomotives, Track Marks, Triggers, Switches, Signals, etc that have to be identified to control the operation of a session. |
These objects must have unique names |
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Free Move: Changing an Objects Layer
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All objects in the Trainz World are in layers. You can set and change the layers where the objects are placed |
If the Info Palette is not visible on the screen then refer to Notes: Palettes at the top of this document.
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An object will be added to a layer when it is placed into the Trainz World by the Placement Tool and the Scrapbook. Once it has been placed it can be moved to a different layer. |
Steps: To move a placed object to another layer:- |
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Free Move: Scenery Mesh Objects
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Individual "non-spline" scenery objects that are not attached to track are often referred to in Trainz terminology as Scenery Mesh Objects. |
Free Move: Move a Scenery Mesh Object
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Steps: To move a Scenery Mesh Object:- |
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Select the Free Move Tool (or press the S key) |
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Left Click and Drag the object in any horizontal direction |
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Notes:
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If multple objects have been selected then all the objects will be moved |
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When moving a scenery object, its height will be fixed to the terrain height |
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Free Move: Set the Height of a Scenery Mesh Object
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You can copy the height of a selected scenery mesh object (e.g. a house) into the Tool Options Palette Height setting. Once it has been copied it can be applied to any other object. |
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Steps: To copy the height of any selected object into the Height setting:- |
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Right Click in the Height setting in the Tool Options Palette |
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select the Get Height from Selection option |
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You can check the height of any selected object or endpoint using the Info Palette. The height is the last value in the Pos: (Position) data set. |
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To set the height of a selected scenery mesh object, choose one of the following:-
Options: |
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Left Click in the Tool Options Palette Height setting and enter a new value (or keep the existing value) then press the Enter key. This works even if the Height icon is not coloured Gold . OR |
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Left Click in the Tool Options Palette Height setting and enter a new value (or keep the existing value) then Right Click in the setting box and select the Set Height to Selection option, OR |
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select the Apply Height setting from the objects Context Menu ( Left Click on the objects Context Icon or press the T key) to apply an existing height value, OR |
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in the Info Palette enter a value in the objects z (height) setting or Left Click and Drag Up or Down on the double arrowheads to its right. This can be used to set the height to cm accuracy (see The Info Palette below). |
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Notes:
If multiple objects have been selected then the height of the context object, the one with the Context Icon, will have its height set to the new value. All other selected objects will have their heights adjusted to maintain their height relative to that object. For example: If another selected object is 2m below the context object then its adjusted height will always remain 2m below the context object |
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A selected scenery mesh object, or a group of selected scenery mesh objects, will have a Context Icon that opens a Context Menu. Left Click on the icon or press the T key. The icon design will vary between object types. |
Scenery Mesh Object Context Menu |
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Cut |
remove the selected object or objects from the route and move them into the Scrapbook |
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Copy |
copy the selected object or objects and place them into the Scrapbook |
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Paste |
paste the contents of the current Scrapbook at the cursor (focus) point |
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Delete |
delete the selected objects. It has the same effect as pressing the Delete key |
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Replace Object with Selected Asset |
the selected object will be replaced with the asset currently selected in the Assets Palette. If no object has been selected in the Assets Palette or it is the wrong type (e.g. a scenery spline instead of a mesh object) then this option will be greyed out |
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Paint Under Selected |
the texture selected in the Assets Palette will be painted under the selected objects. The Tool Options Palette brush settings ( Radius and Sensitivity ) will control how the texture is applied. If no ground texture has been selected in the Assets Palette then this option will be greyed out |
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Smooth Ground Under Selected |
smooths the height of the ground under the selected object to match the set height of the object. The size of the area affected will depend on which has the greater value: the width of the object OR the Tool Options Palette Radius setting. If multiple objects at different heights have been selected then the ground height will be set to match, as far as possible, the heights of each object |
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Settle on Ground |
sets the height of the objects to match the height of the terrain beneath them ("drops them back to earth") |
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Apply Height |
sets the height of the selected object to the value in the Tool Options Palette Height setting. Where multiple objects have been selected the context object, the one with the Context Icon, will have its height set to the Height value and the other selected objects will have their heights adjusted up or down by the same amount |
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Reset Object Rotation |
resets the rotation angle of the selected objects to their default values |
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Randomise Object Rotation |
applies a random rotation angle to each selected object around its vertical axis |
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Select in Assets Palette |
highlights the selected object in the Assets Palette |
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Edit Details |
opens the Properties window of the selected object. Note: to enter or edit an objects name property use the Info Palette |
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Track Objects (signals, switches, speed signs, markers, etc) are always attached to an existing track |
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In Surveyor 2.0 they can be moved left, right, above and below the track |
Free Move: Move a Track Object
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Track objects can be dragged to new positions along and beside the track or to a different track |
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Steps: To move a Track Object along the track using the Free Move Tool:- |
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Left Click on the object with the Free Move Tool |
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Left Click and Drag the objects Anchor Point (the small yellow dot in the middle of the track as shown in the image left) to any position along the track or to another track.
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You can also move the object by dragging the object itself and not its Anchor Point. However, it will lose its fixed distance, both vertical and horizontal, from the centre of the track. You will then have to open its Context Menu and select the Reattach to Track option to restore it to the correct distance from the track centre |
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Track objects that have been moved away from or closer to the track will still function normally.
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placing Track Marks and Triggers above (see the next section) or beside the track so that they are not hidden by consists parked on top of them |
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repositioning switches, signals, track signs closer to or further away from the track - particularly useful if the track object was originally created for a different gauge track |
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Free Move: Set the Height of a Track Object
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Track objects can be raised above and lowered below the track level. |
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You can copy the height of a selected track mesh object (e.g. a signal) into the Tool Options Palette Height setting. Once it has been copied it can be applied to any other object. |
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Steps: To copy the height of any selected object into the Height setting:- |
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Right Click in the Height setting in the Tool Options Palette |
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select the Get Height from Selection option |
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| A situation where it might be useful to raise a signal above the track level would be to place it higher up on the wall of a cutting |
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Free Move: Set the Trigger Radius of a Track Object
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Certain track objects have have a Trigger Radius that sets how close a consist must approach the object to trigger its action |
Track objects that have a Trigger Radius include:-
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Track marks such as Track Markers, Priority Markers and Direction Markers |
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Track Triggers |
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Whistle Signs |
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It is a good idea to adjust the trigger radius of these objects so that they do not overlap a track junction |
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The current Trigger Radius of these objects is shown by the size of the "wings" (Red or Green depending on the type of object) attached to the object and, in some cases, a distance value below the name of the object. Both of these options are shown in the image below. |
A selected track mesh object, or a group of selected track mesh objects, will have a Context Icon that opens a Context Menu. The icon design will vary between object types.
To open a selected track objects Context Menuchoose one of the following:-
Options: |
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Left Click the Context Icon OR |
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Press the T key |
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Track Object Context Menu |
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Cut |
remove the selected object or objects from the route and move them into the Scrapbook |
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Copy |
copy the selected object or objects and place them into the Scrapbook |
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Paste |
paste the contents of the current Scrapbook at the cursor (focus) point |
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Delete |
delete the selected objects. It has the same effect as pressing the Delete key |
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Replace Object with Selected Asset |
the selected object will be replaced with the asset currently selected in the Assets Palette. If the asset selected in the Assets Palette is the wrong type (e.g. a scenery spline) then this option will be greyed out |
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Paint Under Selected |
the texture selected in the Assets Palette will be painted under the selected objects. The Tool Options Palette brush settings ( Radius and Sensitivity ) will control how the texture is applied. If no ground texture has been selected in the Assets Palette then this option will be greyed out. |
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Smooth Ground Under Selected |
smooths the height of the ground under the selected object to match the set height of the object. For track objects the size of the area affected will depend on the Tool Options Palette Radius setting. If multiple objects at different heights have been selected then the ground height will be set to match, as far as possible, the heights of each object |
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Settle on Ground |
sets the height of the objects to match the height of the terrain beneath them ("drops them back to earth") |
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Apply Height |
sets the height of the selected object to the value in the Tool Options Palette Height setting. Where multiple objects have been selected the context object, the one with the Context Icon, will have its height set to the Height value and the other selected objects will have their heights adjusted up or down by the same amount |
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Reattach to Track |
if the object has been moved away from the track then it will be reset to its correct position on the track. This option will be greyed out if the object is already attached to the track |
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Rotate Trackside |
reverses the position of the object on the track to the other side and facing the opposite direction |
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Change Junction Direction |
if the object is a track switch then its switch direction will be reversed |
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Select in Assets Palette |
highlights the selected object in the Assets Palette |
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Edit Details |
opens the Properties window of the selected object. Note: to enter or edit an objects name property use the Info Palette |
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Notes:
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Track objects can be restored to their original height and position (on the track) by opening their Context Menu and choosing one of the following:-
Options: |
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Reattach to Track to cancel the both the height and position changes, OR |
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Settle on Ground to cancel the height change only |
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Track objects can also be rotated to the opposite side of the track.
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Steps: To rotate a track object:- |
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Open the track objects Context Menu ( Left Click the icon or press the T key) |
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Select the option Rotate Trackside |
Rotating a track object does not change its distance from the track or its height.
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Free Move: Spline Objects (Including Track)
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Scenery splines and track splines are defined by their endpoints. Splines are usually added to a route as a series of joined segments linked at the endpoints. |
Moving a spline can involve moving one of the following:- |
Options: |
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moving an endpoint, OR |
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moving a segment, OR |
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moving multiple segments including the entire length of the spline (between junctions) |
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Free Move: Move a Spline Endpoint
Free Move: Move a Spline Segment or Multiple Spline Segments
Splines are frequently made of multiple segments joined together. You can easily move a spline by moving its segments, individually or as a group.
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Not all splines have endpoints at each end. As shown in the image on the left, some splines will have an "endcap" that is attached to the start of the first segment and to the end of the last segment. The use of an endcap is a purely cosmetic effect - to give the spline a more distinctive appearance.
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IF you are going to select and move more than one spline segment, then:- |
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hold the Shift key down and individually Left Click between the endpoints on each additional segment. The last segment that you Left Click on will have a temporary endpoint (placed at the spot you clicked) and the Context Icons added. |
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To select ALL the segments in a spline, Double Left Click on a segment
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If the spline contains a junction then this will only select all the segments upto the junction point |
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The segment that you double-clicked will have the temporary endpoint (placed at the spot you clicked) and Context Icons added |
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To remove individual spline segments from the selection simply Shift + Left Click on each segment to be removed. |
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To remove ALL the segments from a selection, simply Double Left Click on any highlighted segment. |
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Track Construction Handy Tip |
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To quickly check for broken links in a track Double Left Click on a track segment. All the correctly joined segments upto the next junction in both directions will be highlighted. The highlighting will stop at a "broken" track join. |
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Left Click and Drag the selected segment(s) in any horizontal direction.
If you had selected:- |
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only a single spline segment then only that segment will be moved and the adjacent segments that were not selected will have their shapes (but not their endpoints) adjusted |
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multiple spline segments then those segments will be moved and the adjacent segments that were not selected will also have their shapes adjusted |
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the entire spline then ALL the segments and endpoints will be moved |
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Free Move: Add a Spline Junction
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A junction is formed when three spline segments are joined at an endpoint. Junctions can be formed using non identical but compatible spline objects, such as different types of track splines. |
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The Free Move Tool cannot be used to add a junction, you MUST USE the Placement Tool |
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Steps: To add a junction to a spline object:- |
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Select the spline object to be used for the junction. The easiest method is hold down the Alt key and Left Click on an existing spline object that you want to use. This will also select the Placement Tool in Step 2 below so you can skip to Step 3 |
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Select the Placement Tool from the Tools Palette |
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Left Click on the spline at the spot where the junction is to be created. This can be on an existing endpoint or between two endpoints where a new endpoint will be inserted |
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move the mouse pointer out from the junction to where the next endpoint of the spline branch will be placed and Left Click |
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Steps: To remove a junction but keep all its spline segments:- |
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select ( Left Click on) the junction endpoint |
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open the endpoint Context Menu by a Left Click on its Context Icon or by pressing the T key |
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select the Separate Splines menu option (this will separate ALL the spline segments that meet at that endpoint) |
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A junction can be removed by deleting any spline segment that connects to it |
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A junction endpoint can be moved by using the Free Move Tool or the Fine Adjustment Tool |
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Free Move: Add a Track Junction
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A track junction is formed using track splines in the same way as described above but track junctions have additional features |
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Using Procedural Tracks
If the track object used is a Procedural Track then the junction endpoint dot will be coloured:- |
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RED (as shown above) if the junction exceeds the maximum allowed values for a procedural junction, OR |
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BLACK if the junction is within the maximum allowed values for a procedural junction |
See the Wiki Page How to Use Procedural Track for more details |
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Free Move: Set a Spline Height
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You can copy the height of a spline segment or endpoint into the Tool Options Palette Height setting. Once it has been copied it can be applied to any other object. Choose one of the following:-
Options: |
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Use the Eyedropper
Steps: To copy the Height of a spline segment (but not an endpoint):- |
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hold down the Alt key and move the mouse tool pointer onto the spline segment |
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while holding down the Alt key Left Click on the spline segment |
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When the eyedropper is active spline endpoints will not be visible and cannot be selected. This option will also change the asset selected in the Assets Palette to the object clicked and it will become the next object added by a Left Click with the Placement Tool |
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If the segment has a slope then the height at the point clicked will be copied into the Height setting and the spline gradient will be copied into the Grade setting |
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OR |
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Use the Height setting drop down menu
Steps: To copy the Height of a spline segment or one of its endpoints:- |
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Left Click on the spline segment or endpoint |
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Right Click in the Tool Options Palette Height setting box |
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Select the Get Height from Selection option |
If the selected spline segment has a slope then the height at its midpoint will be used |
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To set the height of a selected spline (including track) or endpoint, choose one of the following:-
Options: |
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Left Click in the Tool Options Palette Height setting and enter a new value (or keep the existing value) then press the Enter key. This works even if the Height icon is not coloured Gold . OR |
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Left Click in the Tool Options Palette Height setting and enter a new value (or keep the existing value) then Right Click in the setting box and select the Set Height to Selection option, OR |
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select the Apply Height option from the objects Context Menu ( Left Click on the objects Context Icon or press the T key) to apply an existing height value, OR |
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in the Info Palette enter a value in the objects z (height) setting or Left Click and Drag Up or Down on the double arrowheads to its right. This can be used to set the height to cm accuracy (see The Info Palette below). |
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Steps: To set the heights of multiple spline segments to the value stored in the Tool Options Palette Height setting:- |
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Select the spline segments using:-
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Shift + Left Click to select individual segments, OR |
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Double Left Click to select all the segments up to the next junction (in both directions). |
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Select one of the options , , or described above |
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ALL the selected spline segments and their endpoints will be set to the specified height. |
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Free Move: Set a Spline Gradient
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You can copy the current Grade of any spline segment into the Tool Options Palette Grade setting. Once it has been copied it can be applied to any other object that has a Grade setting. Choose one of the following:-
Options: |
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Use the Eyedropper
Steps: To copy the Grade of a spline segment (but not an endpoint):- |
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hold down the Alt key and move the mouse tool pointer onto the spline segment |
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while holding down the Alt key Left Click on the spline segment |
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When the eyedropper is active spline endpoints will not be visible and cannot be selected. This option will also change the asset selected in the Assets Palette to the object clicked and it will become the next object added by a Left Click with the Placement Tool |
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The height at the point clicked will also be copied into the Height setting |
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OR |
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Use the Grade setting drop down menu
Steps: To copy the Grade of a spline segment or one of its endpoints:- |
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Left Click on the spline segment or endpoint |
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Right Click in the Tool Options Palette Grade setting box |
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Select the Get Grade from Selection option |
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To set the gradient of a selected spline segment (including track), choose one of the following:-
Options: |
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Left Click in the Tool Options Palette Grade setting and enter a new value (or keep the existing value) then press the Enter key. This works even if the Grade icon is not coloured Gold . OR |
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select the Apply Grade to this Spline Endpoint option from the Context Menu for the segment endpoint (not the segment context icon) - Left Click on the endpoint Context Icon to apply the existing grade value. The endpoint that has been selected will be the starting point of the grade. |
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A selected scenery spline object, or a group of selected scenery spline objects, will have a Context Icon that opens a Context Menu. The icon design will vary between object types.
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Notes:
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Splines have two different Context Icons that lead to two slightly different Context Menus. |
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one context icon and menu for each endpoint |
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one context icon and menu for the segment |
If multiple segments have been selected then the last segment added to the selection will have the context icons. If all the segments were selected by a Double Left Click then the segment that was clicked will have the icons. |
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To open a selected objects Context Menu choose one of the following:-
Options: |
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Left Click the Context Icon OR |
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Press the T key |
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Notes: Using the T key with splines
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If a spline segment has been selected then pressing the T key will open the Segment Context Menu and the Menu options you select or edit will apply to the whole segment or all selected segments |
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If a spline end point has been selected then pressing the T key will open the End Point Context Menu and the Menu options you select or edit will only apply to that particular endpoint |
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Spline Context Menus |
Endpoint Context Menu
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Segment Context Menu
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Cut |
remove the selected segment or segments from the route and move them into the Scrapbook ( only) |
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Copy |
copy the selected segment or segments and place them into the Scrapbook ( only) |
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Paste |
paste the contents of the current Scrapbook at the cursor (focus) point |
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Delete |
delete the segment, segments or endpoint. It has the same effect as pressing the Delete key |
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Replace Spline with Selected Asset |
the highlighted spline will be replaced with the asset currently selected in the Assets Palette. If the asset selected in the Assets Palette is the wrong type (e.g. a mesh object instead of a scenery spline) then this option will be greyed out ( only) |
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Paint Under Selected |
the texture selected in the Assets Palette will be painted under the selected objects. The Tool Options Palette brush settings ( Radius and Sensitivity ) will control how the texture is applied. If no ground texture has been selected in the Assets Palette then this option will be greyed out ( only) |
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Smooth Ground Under Selected |
smooths the height of the ground under the selected spline to match its set height. If multiple spline segments have been selected then the ground under all the segments will be smoothed to their height. The size of the area affected will depend on which has the greater value: the width of the spline OR the Tool Options Palette Radius setting. Does not work for endpoints |
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Settle on Ground |
sets the height of the selected endpoint or segments to match the height of the terrain beneath them ("drops them back to earth"). When used on segments the spline will follow the height changes of the terrain |
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Apply Height to this Spline Endpoint |
sets the height of the selected endpoint to the value in the Tool Options Palette Height setting ( only) |
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| You can copy the Height from an existing spline endpoint into the Height setting of the Tool Options Palette. Once it has been copied it can be applied to any other object.
hold down the Alt key and Left Click on the spline endpoint to copy its Height value. That value can then be used to set the Height of other spline endpoints |
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Apply Height |
sets the height of the selected segment or segments to the value in the Tool Options Palette Height setting ( only) |
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Apply Grade to this Spline Endpoint |
you must first select a segment then click on one of its endpoint icons . This sets the height of the endpoint to give a Grade to the surrounding segments that matches the value in the Tool Options Palette Grade setting |
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| You can copy the Grade from an existing spline segment into the Grade setting of the Tool Options Palette. Once it has been copied it can be applied to any other object.
hold down the Alt key and Left Click on the spline segment to copy its Grade value. That value can then be used to set the Grade of other spline segments |
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Straighten Spline |
forces a straight line (as far as possible) between the endpoints of a single segment. This option will be ticked if the segment has already been straightened in which case selecting this option will "un-straighten" the segment and remove the tick ( only) |
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Separate Splines |
breaks two spline segments into two separate (independent) splines at the selected endpoint ( only) |
Merge Splines |
removes the selected endpoint between two segments and merges the segments into one ( only). Two segments can also be merged by deleting a selected endpoint with the Delete key |
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Insert Spline Point Here |
splits the selected segment into two segments by adding a new endpoint at the point where the segment was clicked ( only) |
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Select in Assets Palette |
highlights the selected spline object in the Assets Palette |
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Edit Details |
opens the Properties window of the selected spline object. This option is only available for Track splines. Note: to enter or edit an objects name property use the Info Palette |
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Free Move: Rolling Stock Objects
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Rolling Stock Objects (locomotives, wagons, etc) can only be moved along the track that they are attached to. If they are moved off the track then they will immediately "snap back" to the nearest track when they are released. |
Free Move: Move Rolling Stock Objects
Use the Free Move tool to move a selected rolling stock object along the track.
| To move an entire consist of rolling stock objects, Double Left Click on any one of the objects in the consist to select them all and then move them as one object |
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Free Move: Decouple Rolling Stock Objects
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All decoupling operations between Rolling Stock Objects are performed using just a Left Click and Drag. |
| To decouple a rake of joined rolling stock objects from a consist (for example, the first or last 5 wagons), Shift + Left Click on each of the objects to be selected and then drag them away from the consist |
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A rolling stock object or objects in the middle of a consist can also be decoupled. This will break the consist into 3 sections.
Free Move: Couple Rolling Stock Objects
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All coupling operations between Rolling Stock Objects can be performed using just a Left Click and Drag or through the objects Context Menu. |
Options:
Using "Click and Drag"
Consider the following simple situation:-
Using the Context Menu
Using the same situation as above, the isolated guard van and the gondola wagon at the end of a consist are to be coupled together.
There are two possible outcomes depending on which object has the Context Icon
Using a more complex example involving multiple objects from several different consists. The selected wagons shown below are to form a single consist based on the loco. |
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The loco was the last object to be selected so it has the Context Icon. The Context Menu is opened and the option Merge into Single Train is selected with the result as shown below. |
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The wagons and loco have been combined into a single consist but not necessarily in a useful order. Left Click and Drag the incorrectly placed vehicles to their correct positions. |
A selected rolling stock object, or a group of selected rolling stock objects, will have a Context Icon that opens a Context Menu. The icon design will vary between object types. |
To open a selected rolling stock object's Context Menu choose one of the following:-
Options: |
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Left Click its Context Icon OR |
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Press the T key |
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You cannot add rolling stock assets to a Scrapbook but you can create and save Consist Assets that have multiple rolling stock objects
Steps: To create a Consist Asset:- |
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select the consist - Double Left Click on the consist or Shift + Left Click on individual items |
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open the consist Context Menu - Left Click on its icon or press the T key |
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select the option Save to Consist Asset... |
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enter a name and an optional description for your new Consist Asset and click the icon |
The consist will appear as a Train Asset in the Assets Palette |
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Keyboard Shortcut: D |
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The Fine Adjustment Tool makes 3D adjustments (XYZ position and rotations) to objects in a Trainz World |
This tool uses the Tool Options Palette. If this palette is not visible on the screen then refer to Notes: Palettes at the top of this document.
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As its name states, the Fine Adjustment Tool is best used for making small position adjustments to an object |
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The Fine Adjsutment Tool has no Target or Action options so it has no drop down menu lists |
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| Fine Adjustment Alternatives |
In addition to the Fine Adjustment Tool the position and/or height of objects can be changed by choosing one of the following:- |
Options: |
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using the Free Move Tool - often a better choice for large horizontal movements |
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editing the x y z r p y values of an object in The Info Palette |
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selecting the Apply Height option in an objects Context Menu |
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The most obvious feature of the Fine Adjustment Tool is the 3D Anchor Frame it adds to a selected object. The frame is made of 3 straight and 3 curved coloured lines, called Anchors |
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The Anchors in the Fine Adjustment Tool are used to move and rotate a selected object, or a group of selected objects, through 3D space. |
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The Anchor controls are:-
The Horizontal and Vertical Anchors |
Red Green Blue |
move the object (forward/back or up/down) in the direction of the Anchor line |
The Rotational Anchors |
Red Green Blue |
rotate the object (clockwise and anti-clockwise) along the Anchor Arc Line centred around the Anchor Straight Line of the same colour |
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Not all objects will have Red and/or Green rotational Anchors. |
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The Object Anchor |
(black central dot) moves the object in any horizontal direction |
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The orientation of the Red and Green horizontal anchor lines is based on the orientation of the object when it is placed in the scene, not on the compass directions |
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Steps: To use the Fine Adjustment Tool controls:- |
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move the tool pointer onto an Anchor - its colour will change to yellow for Anchor lines or green for the Object Anchor |
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Left Click and Drag the Object Anchor in any direction or move the pointer along the chosen Anchor Line in the required direction (e.g. up on the blue vertical Anchor or clockwise around the arc of the red rotational Anchor) |
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| To achieve finer and more accurate control when moving anchors, choose one of the following:- |
Options: |
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zoom in closer to the anchor point, OR |
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use the x y z fine adjustment arrows in the Info Palette object Pos: controls. These arrows can be used to set the height and position to cm accuracy (see The Info Palette below), OR |
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use the r p y fine adjustment arrows in the Info Palette object Rot: controls. These arrows can be used to set the rotation to 1° accuracy (see The Info Palette below). |
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Fine Adjsutment: Selecting an Object
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The Fine Adjustment Tool can be used to select individual objects and multiple objects. The multiple objects can be of different types (e.g. spline objects and scenery objects) |
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Selecting Objects From a Crowded Scene
Sometimes the object you want to select is part of a crowded scene or is overlapped by other objects, such as splines, and this can make it difficult to select. In these situations the best solution is to create an Object Filter using the Assets Palette to narrow the selection to a single object or to a set of objects.
See Narrowing the Search for more details |
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Fine Adjustment: Naming an Object
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Steps: To name an object using the Fine Adjustment Tool:- |
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Select the object to be named. If more than one object has been selected then only the object with the Context Icon will be named |
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Make sure that the Info Palette is on the screen. If this palette is not on the screen then refer to Notes: Palettes at the top of this document. |
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Enter a new name in the Name text entry box in the Info Palette then press the Enter key |
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There is no ban on two or more objects using the same name |
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In the image shown on the left there are 4 objects all named Old Orroroo Rd.
This will not cause any problems for scenery objects apart from finding the exact one you want with the Finder Tool ( Ctrl + F keys).
However, duplicated names will cause problems for Industries (including passenger enabled stations), Locomotives, Track Marks, Triggers, Switches, Signals, etc that have to be identified to control the operation of a session. |
These objects must have unique names |
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Fine Adjustment: Changing an Objects Layer
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All objects in the Trainz World are in layers. You can set and change the layers where the objects are placed |
If the Info Palette is not visible on the screen then refer to Notes: Palettes at the top of this document |
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An object will be added to a layer when it is placed into the Trainz World by the Placement Tool and the Scrapbook. Once it has been placed it can be moved to a different layer. |
Steps: To move a placed object to another layer:- |
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Fine Adjustment: Scenery Mesh Objects
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Individual "non-spline" scenery objects that are not attached to track are often referred to in Trainz terminology as Scenery Mesh Objects. |
Fine Adjustment: Move a Scenery Mesh Object
To move an object with the Fine Adjustment Tool choose one of the following:- |
Options: |
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Left Click and Drag anywhere on the selected object (except on an Anchor line) to move it freely in any horizontal direction |
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OR |
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Left Click and Drag on an Anchor line to move or rotate it in the direction of the line or arc |
These operations can also be performed on a group of selected objects. The 3D Anchor Frame will be on the last object added to the group. |
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Blue vertical Anchor movement
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Green Anchor rotation
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Red Anchor rotation
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Blue Anchor rotation
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Notes:
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Not all objects will have Red or Green Rotational Anchors |
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Objects can be restored to their original height and rotation settings by opening their Context Menu and choosing one of the following:-
Options: |
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Reset Object Rotation to cancel the rotation changes, OR |
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Settle on Ground to cancel the height change |
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The Randomise Object Rotation option in the Context Menu only affects rotations around the vertical axis - the Blue Rotational Anchor.
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Fine Adjustment: Set the Height of a Scenery Mesh Object
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Scenery Mesh objects can be raised above and lowered below the ground level. |
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You can copy the height of a selected scenery mesh object (e.g. a house) into the Tool Options Palette Height setting. Once it has been copied it can be applied to any other object. |
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Steps: To copy the height of any selected object into the Height setting:- |
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Right Click in the Height setting in the Tool Options Palette |
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select the Get Height from Selection option |
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You can check the height of any selected object or endpoint using the Info Palette. The height is the last value in the Pos: (Position) data set. |
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To set the height of a selected scenery mesh object, choose one of the following:-
Options: |
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Left Click and Drag Up/Down on the Blue vertical Anchor line. Movement is restricted to the length of the Anchor line only , OR |
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Left Click in the Tool Options Palette Height setting and enter a new value (or keep the existing value) then press the Enter key. This works even if the Height icon is not coloured Gold . OR |
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Left Click in the Tool Options Palette Height setting and enter a new value (or keep the existing value) then Right Click in the setting box and select the Set Height to Selection option, OR |
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select the Apply Height option from the objects Context Menu ( Left Click on the objects Context Icon or press the T key) to apply an existing height value, OR |
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in the Info Palette enter a value in the objects z (height) setting or Left Click and Drag Up or Down on the double arrowheads to its right. This can be used to set the height to cm accuracy (see The Info Palette below). |
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Notes:
If multiple objects have been selected then the height of the context object, the one with the Context Icon, will have its height set to the new value. All other selected objects will have their heights adjusted to maintain their height relative to that object. For example: If another selected object is 2m below the context object then its adjusted height will always remain 2m below the context object |
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A selected scenery mesh object, or a group of selected scenery mesh objects, will have a Context Icon that opens a Context Menu. Left Click on the icon or press the T key. The icon design will vary between object types. |
Scenery Mesh Object Context Menu |
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Cut |
remove the selected object or objects from the route and move them into the Scrapbook |
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Copy |
copy the selected object or objects and place them into the Scrapbook |
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Paste |
paste the contents of the current Scrapbook at the cursor (focus) point |
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Delete |
delete the selected objects. It has the same effect as pressing the Delete key |
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Replace Object with Selected Asset |
the selected object will be replaced with the asset currently selected in the Assets Palette. If no object has been selected in the Assets Palette or it is the wrong type (e.g. a scenery spline instead of a mesh object) then this option will be greyed out |
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Paint Under Selected |
the texture selected in the Assets Palette will be painted under the selected objects. The Tool Options Palette brush settings ( Radius and Sensitivity ) will control how the texture is applied. If no ground texture has been selected in the Assets Palette then this option will be greyed out. |
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Smooth Ground Under Selected |
smooths the height of the ground under the selected object to match the set height of the object. The size of the area affected will depend on which has the greater value: the width of the object OR the Tool Options Palette Radius setting. If multiple objects at different heights have been selected then the ground height will be set to match, as far as possible, the heights of each object |
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Settle on Ground |
sets the height of the objects to match the height of the terrain beneath them ("drops them back to earth") |
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Apply Height |
sets the height of the selected object to the value in the Tool Options Palette Height setting. Where multiple objects have been selected the context object, the one with the Context Icon, will have its height set to the Height value and the other selected objects will have their heights adjusted up or down by the same amount |
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Reset Object Rotation |
resets the rotation angle of the objects to their default values |
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Randomise Object Rotation |
applies a random Blue Rotation Anchor angle to each object around its vertical axis |
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Select in Assets Palette |
highlights the selected object in the Assets Palette |
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Edit Details |
opens the Properties window of the selected object. Note: to enter or edit an objects name property use the Info Palette |
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Fine Adjustment: Track Objects
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Track Objects (signals, switches, speed signs, markers, etc) are always attached to an existing track |
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In Surveyor 2.0 they can be moved left, right, above and below the track |
Fine Adjustment: Move a Track Object
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Track objects can be dragged to new positions along and beside the track or to a different track |
Fine Adjustment: Set the Height of a Track Object
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Track objects can be raised above and lowered below the track level. |
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You can copy the height of a selected track mesh object (e.g. a signal) into the Tool Options Palette Height setting. Once it has been copied it can be applied to any other object. |
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Steps: To copy the height of any selected object into the Height setting:- |
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Right Click in the Height setting in the Tool Options Palette |
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select the Get Height from Selection option |
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Fine Adjustment: Set the Trigger Radius of a Track Object
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Certain track objects have a Trigger Radius that sets how close a consist must approach the object to trigger its action |
Track objects that have a Trigger Radius include:-
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Track marks such as Track Markers, Priority Markers and Direction Markers |
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Track Triggers |
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Whistle Signs |
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It is a good idea to adjust the trigger radius of these objects so that they do not overlap a track junction |
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The current Trigger Radius of these objects is shown by the size of the "wings" (Red or Green depending on the type of object) attached to the object and, in some cases, a distance value below the name of the object. Both of these options are shown in the image below. |
A selected track mesh object, or a group of selected track mesh objects, will have a Context Icon that opens a Context Menu. The icon design will vary between object types.
To open a selected track objects Context Menu choose one of the following:-
Options: |
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Left Click the Context Icon OR |
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Press the T key |
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Track Object Context Menu |
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Cut |
remove the selected object or objects from the route and move them into the Scrapbook |
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Copy |
copy the selected object or objects and place them into the Scrapbook |
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Paste |
paste the contents of the current Scrapbook at the cursor (focus) point |
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Delete |
delete the selected objects. It has the same effect as pressing the Delete key |
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Replace Object with Selected Asset |
the selected object will be replaced with the asset currently selected in the Assets Palette. If the asset selected in the Assets Palette is the wrong type (e.g. a scenery spline) then this option will be greyed out |
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Paint Under Selected |
the texture selected in the Assets Palette will be painted under the selected objects. The Tool Options Palette brush settings ( Radius and Sensitivity ) will control how the texture is applied. If no ground texture has been selected in the Assets Palette then this option will be greyed out. |
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Smooth Ground Under Selected |
smooths the height of the ground under the selected object to match the set height of the object. For track objects the size of the area affected will depend on the Tool Options Palette Radius setting |
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Settle on Ground |
sets the height of the objects to match the height of the terrain beneath them ("drops them back to earth") |
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Apply Height |
sets the height of the selected object to the value in the Tool Options Palette Height setting. Where multiple objects have been selected the context object, the one with the Context Icon, will have its height set to the Height value and the other selected objects will have their heights adjusted up or down by the same amount |
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Reattach to Track |
if the object has been moved away from the track then it will be reset to its correct position on the track. This option will be greyed out if the object is already attached to the track |
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Rotate Trackside |
reverses the position of the object on the track to the other side and facing the opposite direction |
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Change Junction Direction |
if the object is a track switch then its switch direction will be reversed |
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Select in Assets Palette |
highlights the selected object in the Assets Palette |
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Edit Details |
opens the Properties window of the selected rolling stock object. Note: to enter or edit an objects name property use the Info Palette |
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Notes:
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Track objects can be restored to their original height and position (on the track) by opening their Context Menu and choosing one of the following:-
Options: |
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Reattach to Track to cancel the both the height and position changes, OR |
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Settle on Ground to cancel the height change only |
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Track objects can also be rotated to the opposite side of the track.
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Steps: To rotate a track object:- |
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Open the track objects Context Menu ( Left Click the icon or press the T key) |
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Select the option Rotate Trackside |
Rotating a track object does not change its distance from the track or its height.
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Fine Adjustment: Spline Objects (Including Track)
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Scenery splines and track splines are defined by their endpoints. Splines are usually added to a route as a series of joined segments linked at the endpoints. |
To move a spline, choose one of the following:- |
Options: |
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moving an endpoint, OR |
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moving a segment, OR |
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moving multiple segments including the entire length of the spline (between junctions) |
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Fine Adjustment: Move a Spline Endpoint
Fine Adjustment: Move a Spline Segment or Multiple Segments
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The Green rotational Anchor CANNOT be used on Track splines
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The 3D Anchor Frame shown is for a spline segment.
Steps: To move spline segments:- |
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Select the Fine Adjustment Tool. |
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Select, Left Click on, the spline segment to be moved.
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To select:-
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more than one segment - Shift + Left Click on each segment |
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ALL the segments - Double Left Click on a segment. This will select segments in both directions from the segment clicked. If the spline contains a junction then this will only select the segments upto the next junction point in both directions |
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Left Click and Drag one of the following:- |
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Options: |
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an Anchor Line to move the segment or segments in that specific direction, OR |
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anywhere in a segment to move it in any direction in the horizontal plane |
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To remove individual spline segments from the selection simply Shift + Left Click on each segment to be removed. |
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To remove ALL the segments from a selection, simply Double Left Click on any highlighted segment. |
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Track Construction Handy Tip |
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To quickly check for broken links in a track Double Left Click on a track segment. All the correctly joined segments upto the next junction in both directions will be highlighted. The highlighting will stop at a "broken" track join. |
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Selecting a spline segment with the Fine Adjustment Tool will add a Temporary Endpoint at the point where the segment was clicked.
This will produce 3 Fine Adjustment Tool control frames, one at each end of the segment and one at the click point, as shown in the image on the left. The whole segment can be moved, as shown in the following images, by a Left Click and Drag anywhere within the segment. |
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a Blue line height change and a Red Anchor rotation can be cancelled at any time (even after saving and reloading the route) by selecting the Settle on Ground option from the segments Context Menu |
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a Blue Anchor rotation can be straightened at any time (even after saving and reloading the route) by selecting the Straighten Spline option from the segments Context Menu but this will not return the endpoints to their original positions
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Fine Adjustment: Add a Spline Junction
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A junction is formed when three spline segments are joined at an endpoint. Junctions can be formed using non identical but compatible spline objects, such as different types of track splines. |
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The Fine Adjustment Tool cannot be used to add a junction, you MUST USE the Placement Tool |
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Steps: To add a junction to a spline object:- |
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Select the spline object to be used for the junction. The easiest method is hold down the Alt key and Left Click on an existing spline object that you want to use. This will also select the Placement Tool in Step 2 below so you can skip to Step 3 |
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Select the Placement Tool from the Tools Palette |
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Left Click on the spline at the spot where the junction is to be created. This can be on an existing endpoint or between two endpoints where a new endpoint will be inserted |
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move the mouse pointer out from the junction to where the next endpoint of the spline branch will be placed and Left Click |
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Steps: To remove a junction but keep all its spline segments:- |
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select ( Left Click on) the junction endpoint |
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open the endpoint Context Menu by a Left Click on its Context Icon or by pressing the T key |
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select the Separate Splines menu option (this will separate ALL the spline segments that meet at that endpoint) |
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A junction can be removed by deleting any spline segment that connects to it |
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A junction endpoint can be moved by using the Free Move Tool or the Fine Adjustment Tool |
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Fine Adjustment: Add a Track Junction
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A track junction is formed using track splines in the same way as described above but track junctions have additional features |
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Using Procedural Tracks
If the track object used is a Procedural Track then the junction endpoint dot will be coloured:- |
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RED (as shown above) if the junction exceeds the maximum allowed values for a procedural junction, OR |
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BLACK if the junction is within the maximum allowed values for a procedural junction |
See the Wiki Page How to Use Procedural Track for more details |
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Fine Adjustment: Set a Spline Height
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You can copy the height of a spline segment or endpoint into the Tool Options Palette Height setting. Once it has been copied it can be applied to any other object. Choose one of the following:-
Options: |
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Use the Eyedropper
Steps: To copy the Height of a spline segment (but not an endpoint):- |
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hold down the Alt key and move the mouse tool pointer onto the spline segment |
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while holding down the Alt key Left Click on the spline segment |
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When the eyedropper is active spline endpoints will not be visible and cannot be selected. This option will also change the asset selected in the Assets Palette to the object clicked and it will become the next object added by a Left Click with the Placement Tool |
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If the segment has a slope then the height at the point clicked will be copied into the Height setting and the spline gradient will be copied into the Grade setting |
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Use the Height setting drop down menu
Steps: To copy the Height of a spline segment or one of its endpoints:- |
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Left Click on the spline segment or endpoint |
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Right Click in the Tool Options Palette Height setting box |
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Select the Get Height from Selection option |
If the selected spline segment has a slope then the height at its midpoint will be used |
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To set the height of a selected spline (including track) or endpoint, choose one of the following:-
Options: |
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Left Click and Drag Up or Down on the vertical Blue anchor line in the 3D Anchor Frame. OR |
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Left Click in the Tool Options Palette Height setting and enter a new value (or keep the existing value) then press the Enter key. This works even if the Height icon is not coloured Gold . OR |
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Left Click in the Tool Options Palette Height setting and enter a new value (or keep the existing value) then Right Click in the setting box and select the Set Height to Selection option, OR |
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select the Apply Height option from the objects Context Menu ( Left Click on the objects Context Icon or press the T key) to apply an existing height value, OR |
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in the Info Palette enter a value in the objects z (height) setting or Left Click and Drag Up or Down on the double arrowheads to its right. This can be used to set the height to cm accuracy (see The Info Palette below). |
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Steps: To set the heights of multiple spline segments to the value stored in the Tool Options Palette Height setting:- |
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Select the spline segments using:-
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Shift + Left Click to select individual segments, OR |
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Double Left Click to select all the segments up to the next junction (in both directions). |
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Select one of the options , , , or described above |
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ALL the selected spline segments and their endpoints will be set to the specified height. |
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Fine Adjustment: Set a Spline Gradient
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You can copy the current Grade of any spline segment into the Tool Options Palette Grade setting. Once it has been copied it can be applied to any other object that has a Grade setting. Choose one of the following:-
Options: |
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Use the Eyedropper
Steps: To copy the Grade of a spline segment (but not an endpoint):- |
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hold down the Alt key and move the mouse tool pointer onto the spline segment |
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while holding down the Alt key Left Click on the spline segment |
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When the eyedropper is active spline endpoints will not be visible and cannot be selected. This option will also change the asset selected in the Assets Palette to the object clicked and it will become the next object added by a Left Click with the Placement Tool |
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The height at the point clicked will also be copied into the Height setting |
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OR |
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Use the Grade setting drop down menu
Steps: To copy the Grade of a spline segment or one of its endpoints:- |
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Left Click on the spline segment or endpoint |
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Right Click in the Tool Options Palette Grade setting box |
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Select the Get Grade from Selection option |
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A selected scenery spline object, or a group of selected scenery spline objects, will have a Context Icon that opens a Context Menu. The icon design will vary between object types.
Spline Context Menus |
Endpoint Context Menu
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Segment Context Menu
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Cut |
remove the selected segment or segments from the route and move them into the Scrapbook ( only) |
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Copy |
copy the selected segment or segments and place them into the Scrapbook ( only) |
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Paste |
paste the contents of the current Scrapbook at the cursor (focus) point |
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Delete |
delete the segment, segments or endpoint. It has the same effect as pressing the Delete key |
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Replace Spline with Selected Asset |
the highlighted spline will be replaced with the asset currently selected in the Assets Palette. If the asset selected in the Assets Palette is the wrong type (e.g. a mesh object instead of a scenery spline) then this option will be greyed out ( only) |
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Paint Under Selected |
the texture selected in the Assets Palette will be painted under the selected objects. The Tool Options Palette brush settings ( Radius and Sensitivity ) will control how the texture is applied. If no ground texture has been selected in the Assets Palette then this option will be greyed out ( only) |
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Smooth Ground Under Selected |
smooths the height of the ground under the selected spline to match its set height. If multiple spline segments have been selected then the ground under all the segments will be smoothed to their height. The size of the area affected will depend on which has the greater value: the width of the spline OR the Tool Options Palette Radius setting. Does not work for endpoints |
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Settle on Ground |
sets the height of the selected endpoint or segments to match the height of the terrain beneath them ("drops them back to earth"). When used on segments the spline will follow the height changes of the terrain |
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Apply Height to this Spline Endpoint |
sets the height of the selected endpoint to the value in the Tool Options Palette Height setting ( only) |
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hold down the Alt key and Left Click on the spline endpoint to copy its Height value. That value can then be used to set the Height of other spline endpoints |
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Apply Height |
sets the height of the selected segment or segments to the value in the Tool Options Palette Height setting ( only) |
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Apply Grade to this Spline Endpoint |
you must first select a segment then click on one of its endpoint icons . This sets the height of the endpoint to give a Grade to the surrounding segments that matches the value in the Tool Options Palette Grade setting |
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| You can copy the Grade from an existing spline segment into the Grade setting of the Tool Options Palette. Once it has been copied it can be applied to any other object.
hold down the Alt key and Left Click on the spline segment to copy its Grade value. That value can then be used to set the Grade of other spline segments |
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Straighten Spline |
forces a straight line (as far as possible) between the endpoints of a single segment. This option will be ticked if the segment has already been straightened in which case selecting this option will "un-straighten" the segment and remove the tick ( only) |
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Separate Splines |
breaks two spline segments into two separate (independent) splines at the selected endpoint ( only) |
Merge Splines |
removes the selected endpoint between two segments and merges the segments into one ( only). Two segments can also be merged by deleting a selected endpoint with the Delete key |
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Insert Spline Point Here |
splits the selected segment into two segments by adding a new endpoint at the point where the segment was clicked ( only) |
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Select in Assets Palette |
highlights the selected spline object in the Assets Palette |
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Edit Details |
opens the Properties window of the selected spline object. This option is only available for Track splines. Note: to enter or edit an objects name property use the Info Palette |
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Fine Adjustment: Rolling Stock Objects
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Rolling Stock Objects (locomotives, wagons, etc) can only be moved along the track that they are attached to. If they are moved off the track then they will immediately "snap back" to the nearest track when they are released. |
Fine Adjustment: Move Rolling Stock Objects
Use the Fine Adjustment tool to move a selected rolling stock object along the track.
| To move an entire consist of rolling stock objects, Double Left Click on any one of the objects in the consist to select them all and then move them as one object |
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Despite their presence in the Fine Adjustment Tool 3D Anchor Frame the Red Green Blue Rotational Anchor lines and the Blue Vertical Anchor Line will NOT work on Rolling Stock Objects |
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The Object Anchor (the central dot) will move the selected rolling stock object or objects in any horizontal direction but they will always be attached to the nearest track spline |
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The Green Horizontal Anchor Line will move the selected rolling stock object or objects along the track |
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The Red Horizontal Anchor Line will move the selected rolling stock object or objects horizontally off the track but they will always be attached to the nearest track spline |
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Notes:
It is possible to place a rolling stock object so that it "overlaps" (occupies the same space as) another rolling stock object. A large yellow X rotating above the rolling stock object is a sign of this "conflict".
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This can happen if a rolling stock object is moved off the track and released. It will instantly snap to the nearest track position even if that position is already occupied.
The simple solution is to use the Fine Adjustment Tool to move the incorrectly placed object to an unoccupied section of the track. |
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Fine Adjustment: Decouple Rolling Stock Objects
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All decoupling operations between Rolling Stock Objects are performed using just a Left Click and Drag. |
| To decouple a rake of joined rolling stock objects from a consist (for example, the first or last 5 wagons), Shift + Left Click on each of the objects to be selected and then drag them away from the consist |
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A rolling stock object or objects in the middle of a consist can also be decoupled. This will break the consist into 3 sections.
Fine Adjustment: Couple Rolling Stock Objects
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All coupling operations between Rolling Stock Objects can be performed using just a Left Click and Drag or through the objects Context Menu. |
Options:
Using "Click and Drag"
Consider the following simple situation:-
Using the Context Menu
Using the same situation as above, the isolated guard van and the gondola wagon at the end of a consist are to be coupled together.
There are two possible outcomes depending on which object has the Context Icon
Using a more complex example involving multiple objects from several different consists. The selected wagons shown below are to form a single consist based on the loco. |
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The loco was the last object to be selected so it has the Context Icon. The Context Menu is opened and the option Merge into Single Train is selected with the result as shown below. |
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The wagons and loco have been combined into a single consist but not necessarily in a useful order. Left Click and Drag the incorrectly placed vehicles to their correct positions. |
A selected rolling stock object, or a group of selected rolling stock objects, will have a Context Icon that opens a Context Menu. The icon design will vary between object types. |
To open a selected rolling stock object's Context Menu choose one of the following:-
Options: |
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Left Click its Context Icon OR |
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Press the T key |
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You cannot add rolling stock assets to a Scrapbook but you can create and save Consist Assets that have multiple rolling stock objects
Steps: To create a Consist Asset:- |
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select the consist - Double Left Click on the consist or Shift + Left Click on individual items |
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open the consist Context Menu - Left Click on its icon or press the T key |
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select the option Save to Consist Asset... |
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enter a name and an optional description for your new Consist Asset and click the icon |
The consist will appear as a Train Asset in the Assets Palette |
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Fine Adjustment: Object Height Problem Solutions
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Two Anchor Points on the Blue vertical Anchor line determine the height of an endpoint or an object above the ground. |
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the height of a Rolling Stock Object (locomotive, wagon, etc) CANNOT be altered |
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the Object Height Anchor, which is normally Black but turns Green when it is selected, controls the height of the object (including spline Endpoints) above the ground. This Anchor point can be moved vertically by the tool pointer |
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the Ground Height Anchor, which is Yellow, marks the position of the object on the ground. This Anchor point cannot be moved vertically by the tool pointer but its height can be changed by setting the Tool Options Palette Height value |
It is common for both height anchors to be at the same height but there are many situation where the two will be at different heights. The examples below show situations where the two are at different heights and the height of the Object Height Anchor will need to be adjusted. |
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A more complex alternative method is to use the Surveyor Compass Rose, the Info Palette and the Tool Options Palette.
The Surveyor Compass Rose |
Steps: Use the Compass Rose:- |
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Right Click on the terrain at a point which has the height that will be used by the object. This will position the Surveyor Compass Rose and record its data as the Focus |
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Open the Focus controls in the Info Palette by a Left Click on the small Right Arrowhead to the left of the Focus label |
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The Info Palette stores the positional data, including the Height (the z value), of the Compass Rose under the label Focus |
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Left Click on the white Down Arrowhead next to the z value and select the menu option Use Height for Brush . This will transfer the Focus z value to the Tool Options Palette Height setting |
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Open the Context Menu for the object (or spline endpoint) |
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Select the option Apply Height or Apply Height to this Spline Endpoint |
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Keyboard Shortcut: F |
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The Marquee Tool selects and copies objects, deletes baseboards, adds new baseboards and sets their properties, fills baseboards with a texture, creates scrapbooks |
Some features of this tool use the Scrapbook Palette, Assets Palette and Tool Options Palette. If these palettes are not visible on the screen then refer to Notes: Palettes at the top of this document.
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The Marquee Tool has no Target or Action options so it has no drop down menu lists |
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In the image above:- |
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a road spline at the bottom and a house at the lower left of the Marquee Selection Area have been overlain by the drawn rectangle so they have been included in the selection. |
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the Marquee Selection Area was drawn from the top left to the bottom right which places the Marquee Context Icon at the bottom right of the rectangle. |
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the bottom right of the Marquee Selection Area also has a 3D Anchor Frame.
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Like the Fine Adjustment Tool, a Marquee Selection Area has a 3D Anchor Frame. The Marquee Anchors are used to move and rotate the objects within the selection area (including ground heights, ground textures and TurfFX/Clutter Effect Layers) through 3D space |
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The road spline was the last object that was included in the selection area so its Context Icons are also present. |
Not shown in the image, because they are not highlighted, are the Ground Heights, Ground Textures and Effect Layers that are also included in the Marquee Selection Area. |
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The Marquee Selection Area 3D Anchor Frame has some similarities to the one used with the Fine Adjustment Tool.
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the Green and Red horizontal Anchors will move the Marquee and all its contents horizontally in the Anchor direction |
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the Blue vertical Anchor will move the Marquee with all its contents up or down in the Anchor direction |
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the Blue rotational Anchor will rotate the Marquee with all its contents in the direction of the rotation movement |
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there are no Green and Red rotational Anchors |
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at the centre of the 3D Anchor Frame is a Select Area Anchor. Left Click and Drag this Anchor point to move the Marquee with all its contents in any horizontal direction |
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each of the Green and Red horizontal Anchors has a resize Anchor, an orange coloured dot, located at its end. Left Click and Drag these Anchor points to resize the Marquee Selection Area (and its contents) in that specific direction. Objects that are in locked layers will not be affected by the resize action |
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The Marquee Tool and the Assets Palette Filter
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The Assets Palette filter tools can be used to restrict the objects selected by the Marquee Tool. |
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Steps: To restrict the objects selected by the Marquee Tool:- |
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set the Filter Type in the Assets Palette to Filter Selection |
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set the other filter options in the Assets Palette to narrow down the type of objects (e.g. Scenery Splines and/or enter a partial name in the Text Box) |
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select the Marquee Tool from the Tools Palette (or press the F key) |
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Left Click and Drag out the Marquee Selection Area around the objects to be selected |
Only those objects identified in the Assets Palette filters will be selected by the Marquee |
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Notes:
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The Marquee Anchors will move:- |
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the selected scenery objects. If the objects are in locked layers then they will NOT be moved |
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the ground textures. As shown in two of the images below this will leave the original baseboard ground texture or grid pattern showing |
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the TurfFX/Clutter Effect Layers. If an effect layer is locked then it will not be moved but it will still be deleted from the area that was covered by the original Marquee Selection Area |
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the ground heights |
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If you only want to move scenery assets and not ground textures, effect layers and the terrain then use:-
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the Free Move Tool or Fine Adjustment Tool for horizontal movements, or |
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the Fine Adjustment Tool for vertical or rotational movements |
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The following images demonstrate the effect of using the Marquee Anchor Controls on the image shown at the top of this section as the starting point. |
Horizontal Anchor Shift
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The Green horizontal Anchor has been used to shift the Marquee Selection Area to the left. Note that the 3 trees and a small building that were on the left of the Marquee Selection Area in the image above have been replaced (overwritten) by the Marquee contents. Also note that the texture has been moved leaving a gap showing the original grid texture. |
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Rotational Anchor Shift
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The Blue rotational Anchor has been used to rotate the Marquee Selection Area about 45° anti-clockwise. Again, anything that was originally in the area now covered by the Marquee Selection Area has been replaced by the contents of the Marquee. Also note that the texture has been moved leaving a gap showing the original grid texture. |
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Vertical Anchor Shift
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The Blue vertical Anchor has been used to lift the Marquee Selection Area upwards |
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Notes:
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Scrapbooks, when created, will contain:- |
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Ground Heights |
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Ground Textures |
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TurfFX/Clutter Effect Layers - if present |
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Selected Objects - scenery items, splines, track, signals, etc |
But NOT Rolling Stock (Trains)
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The ground heights, ground textures and TurfFX/Clutter Effect Layers in the Marquee Selection Area will always be added to the scrapbook. You can use the Asset Palette Filters to control which visible objects in the selection area will also be added |
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Notes:
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Scrapbooks, when painted or pasted, can contain any combinations of:- |
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Ground Heights |
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Ground Textures |
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TurfFX/Clutter Effect Layers |
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Scenery Objects (Meshes) - individual buildings, trees, signals, etc |
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Scenery Splines - roads, track, fences, etc |
You have options in The Scrapbook Filters that will control which of these data types are added to your Trainz World and how they are added. |
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Once an area has been marked out by the Marquee Tool a number of options become available.
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The Surveyor Edit Menu will show some additional options specifically for the Marquee Tool:- |
Cut |
the objects selected in the Marquee area (including the ground heights, ground textures and TurfFX/Clutter Effect Layers) will be copied and placed into a new Scrapbook. Any scenery objects (excluding ground heights, ground textures and effect layers) that are not in a locked layer will be removed from the Marquee area. This is the same as pressing the Ctrl + X keys |
Copy |
the objects selected in the Marquee area (including ground heights, ground textures and TurfFX/Clutter Effect Layers) will be copied and placed into a new Scrapbook. This is the same as pressing the Ctrl + C keys |
Paste |
the contents of the current Scrapbook will be pasted into the route at the cursor (focus) point. Which contents will be pasted and how they will be pasted are controlled by the Filters in the Scrapbook Palette (see Scrapbook Data for more details). This option will always be available with and without a Marquee area being marked if there is a scrapbook available to be pasted. This is the same as pressing the Ctrl + V keys |
Clear |
the selected scenery objects that are not in locked layers will be removed from the Marquee area but NOT the selected ground heights, ground textures and TurfFX/Clutter Effect Layers. This is the same as pressing the Delete key |
Select None |
the Marquee Selection Area boundary lines are removed from the route cancelling the selection process. Nothing that is inside the area will be removed. This is the same as pressing the Ctrl + D keys |
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Adding a New Scrapbook
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The Cut and Copy Scrapbook operations are also found in the Marquee Context Menu (see the Marquee Context Menu section above). |
| You don't have to use the Marquee Tool to create a new Scrapbook. You can use the Free Move Tool or the Fine Adjustment Tool to select any number of objects and then press Ctrl + C . The selected objects, along with the ground heights, ground textures, and any TurfFX/Clutter Effect Layers, will be copied into a new Scrapbook |
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When a new Scrapbook is created by a Cut (or press Ctrl + X ) or Copy (or press Ctrl + C ), it will appear in the Scrapbook palette with some basic details.
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The newly created scrapbook will be given:- |
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a name consisting of the date and time of its creation |
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a thumbnail |
| The thumbnail image will be taken using the current camera POV (point of view). To get a better image adjust the camera position and view to give the best possible shot of the Scrapbook objects before giving the Cut or Copy command
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a scrapbook number (it will be inserted as the №1 scrapbook) |
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an expiry date which will be set 5 days after its creation - this will countdown each day until 0 when the new scrapbook will be deleted |
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Notes:
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Scrapbooks use very little memory so there is no real limit to how many you can store in the palette but finding the one you want will be more difficult as the list grows longer |
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Rolling Stock Objects cannot be added to a Scrapbook. The rolling stock Context Menu option Save to Consist Asset... performs some of the Scrapbook functions for rolling stock objects and consists |
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Deleting a Scrapbook after it has been pasted does not delete the objects that it has added to the route |
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There are two changes that can be made to the new scrapbook:-
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Give it a name - Left Click inside the Name Text Box and type a new name. To set its new name Left Click on the image OR press the Enter key |
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Make it permanent - Left Click the white Pin icon () to change it to blue. The scrapbook will no longer expire but it can still be deleted at any time |
Pinned scrapbooks are always shown with a blue pin icon and the words "pinned, no expiry" displayed next to their scrapbook № |
| The Pinning of any scrapbook can be reversed so that it will then expire in 5 days time. Left Click the blue pin icon. |
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Once a scrapbook has been Pinned it becomes an asset and will appear in Content Manager
The scrapbook can be uploaded to the DLS and saved as a CDP file.
| You can archive your scrapbooks as CDP files to keep the number of installed scrapbooks to a minimum. If an archived scrapbook is needed then you can use the Import Content Files option in Content Manager to add it to the Scrapbook Palette. It can be deleted from the palette later, when no longer needed. |
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The Marquee Context Menu creates, deletes, converts and paints individual or multiple baseboards. It also creates and pastes scrapbooks. |
To open the Context Menu for a Marquee Selection Area Left Click on its Context Icon or press the T key.
Marquee Context Menu |
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Cut |
removes the objects in the selection area from the route and moves them into the Scrapbook. Ground heights, ground textures and TurfFX/Clutter Effect Layers will be copied, not cut. Has the same effect as pressing the Ctrl + X keys |
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Copy |
copies the objects in the selection area and moves them into the Scrapbook. Has the same effect as pressing the Ctrl + C keys |
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Paste to Selected Area |
pastes the objects in the currently selected Scrapbook into the selection area. Which objects are pasted and how they are pasted is controlled by the settings in the Scrapbook Filter. Has the same effect as pressing the Ctrl + V keys |
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Delete |
deletes the objects in the selection area except for the ground heights, textures and effect layers. Has the same effect as pressing the Delete key |
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Paint Within Marquee |
if a texture has been selected in the Assets Palette then that texture will be painted inside the selection area using the settings in the Tool Options Palette. If no texture has been selected then this option will be greyed out |
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Set Marquee To Brush Height |
changes the ground height of the selection area to the brush height in the Tool Options Palette |
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Convert Baseboards To |
converts the grid of the entire baseboard or baseboards covered by the selection area into the resolution selected from the three options - HD Grid (in Trainz Plus only), 5m Grid and 10m Grid . If the selection area covers any empty spaces outside the existing baseboards then new baseboards will be created using the ground height in the Tool Options Palette. See Notes: below |
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Delete Baseboards in Marquee |
deletes the entire baseboard or baseboards covered by the selection area. See Notes: below |
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Select in Assets Palette |
identifies and selects in the Assets Palette the most common ground texture used in the selection area |
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Notes:
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The Convert Baseboards To and Delete Baseboards in Marquee options will affect the entire baseboard or baseboards that contain the Marquee Selection Area even if the selection area only covers a small part of a baseboard.
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It is NOT RECOMMENDED that you mix HD Grid baseboards (in Trainz Plus only) with 5m Grid or 10m Grid baseboards in the same route. The boundaries between HD and non-HD baseboards will have display issues. If you are going to use the HD Grid terrain then it is recommended that the entire route should be Upgraded to HD Grid. See Upgrading a Route to HD below for more details. There is no problem with mixing 5m and 10m grid baseboards in the same route |
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The Marquee is a powerful tool for adding, deleting and changing the properties of multiple baseboards |
Add, Delete, Convert Baseboards
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In Trainz Plus you can Upgrade an existing 5m or 10m resolution route entirely to HD. See Upgrading a Route to HD below for more details. |
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Steps: To add, delete and convert baseboards:- |
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select the Marquee Tool (or press the F key). |
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Left Click and Drag to draw out the Marquee Selection Area area where the new baseboards will be added or the existing baseboards will be deleted or converted. |
The Marquee Selection Area, shown with a green border in the image on the left, covers the existing baseboard (black, bottom left) and where 3 new baseboards will be created. The Marquee has a Context Icon as shown in the image. |
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Left Click on the Context Icon or press the T key to open up the Marquee Context Menu (see Marquee Context Menu above). |
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Create, Convert, Delete |
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To Add new baseboards select the context option Add New Baseboards > then select a resolution from two or three sub-options, HD Grid (in Trainz Plus only), 5m Grid and 10m Grid . If existing baseboards have also been selected then they will NOT be converted to the new resolution.
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It is NOT RECOMMENDED that you mix HD Grid baseboards (in Trainz Plus only) with 5m Grid or 10m Grid baseboards in the same route. It should be ALL HD or none. There is no problem with mixing 5m and 10m grid baseboards in the same route |
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To Convert selected baseboards to a different Grid Resolution select the context option Convert Existing Baseboards To > then select a resolution from two or three sub-options, HD Grid (in Trainz Plus only), 5m Grid and 10m Grid . If empty spaces with no baseboards have been selected then new baseboards will NOT be created in those spaces.
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It is NOT RECOMMENDED that you mix HD Grid baseboards (in Trainz Plus only) with 5m Grid or 10m Grid baseboards in the same route. It should be ALL HD or none. There is no problem with mixing 5m and 10m grid baseboards in the same route |
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To Delete the selected baseboards select the context option Delete Baseboards in Marquee . Note: An entire baseboard will be deleted even if the selection area only covers a small part of the baseboard. The Ctrl + Z keys can Undo the deletion.
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Baseboard Ground Height
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The Marquee Selection Area can be used to set the height of entire baseboards or just a selected section of one or more baseboards |
Steps: To set the height of the baseboards or area under the Marquee Selection Area:- |
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set the required ground height in the Tool Options Palette Height setting. Note: the Grade setting has no effect when used with the Marquee tool. |
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select the Marquee Tool (or press the F key). |
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Left Click and Drag to draw out the Marquee Selection Area area so that it covers the area that will have its height set. This can include multiple baseboards or empty spaces where new baseboards will be created at the new height. |
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Left Click on the Context Icon or press the T key to open up the Marquee Context Menu (see Marquee Context Menu above). |
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select the Context Menu option Set Marquee to Brush Height . If the Marquee extends over empty space then new baseboards will be created at the set Height value. |
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Baseboard Ground Texture
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The Marquee Selection Area can be used to set the ground texture of entire baseboards or just a selected section of one or more baseboards |
Steps: To paint the baseboards or area under the Marquee Selection Area with a ground texture:- |
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select a ground texture from the Assets Palette |
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set the brush Scale and any other required controls in the Tool Options Palette. |
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select the Marquee Tool (or press the F key). |
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Left Click and Drag to draw out the Marquee Selection Area area so that it covers the area that will be painted with the texture. This can include multiple baseboards and empty spaces where new baseboards will be created with the selected texture. |
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Left Click on the Context Icon or press the T key to open up the Marquee Context Menu (see Marquee Context Menu above). |
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select the Context Menu option Paint Within Marquee . If the Marquee extends over empty space then new baseboards will be created and covered with the selected ground texture. The new baseboards will be created at the Default altitude for the set Region or at 0m if no region has been set. |
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Mass Object Moves and Clones
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| Both the Free Move Tool and the Fine Adjustment Tool can move and clone (copy) single and multiple objects. The Marquee Tool can also move and clone objects but it will include the ground heights, ground textures and any TurfFX/Clutter Effect Layers in the cloning and moving operations.
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Selecting and Moving Multiple Objects
Multiple objects can be selected and moved with the Free Move Tool and the Fine Adjustment Tool.
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Notes: Mass Moves
The objects do not have to be:- |
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the same type. They can be a mixture of scenery splines and mesh objects |
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in the same layers but objects in Locked layers cannot be moved |
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| You can also use the Marquee Tool to move objects but this will also move the ground heights, ground textures and TurfFX/Clutter Effect Layers as well as objects. |
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Selecting Multiple Identical Objects
You can quickly select all nearby identical objects by a Double Left Click on an object.
| This also applies to all the wagons in a consist. Double Left Click on any one of them to select all of them - they do not have to be identical wagons. |
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A forest of many different trees. Only one has been selected. |
Double Left Click on a tree to select all the identical trees in the forest. |
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| Shift + Double Left Click on another object. It and all its identical copies will be added to the selection. |
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You can easily clone single and multiple selected objects. If you have selected a group of objects they do not have to be the same type - you can select scenery objects and scenery splines. |
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Notes: Layers and Cloning
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the objects can be in different layers |
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the layers can be locked and the objects will still be cloned |
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all the cloned objects will be placed into the current Active Layer which must be Unlocked |
For more information on layers see The Info Palette at the end of this document. |
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Steps: To clone an object or a group of objects:- |
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use either the Free Move Tool or the Fine Adjustment Tool to select the object or objects |
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Ctrl + Left Click and Drag on any of the selected objects |
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Upgrading a Route to HD (Trainz Plus Only)
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This option is only available in Trainz Plus |
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Upgrading an entire route to HD is recommended over mixing HD Grid and non-HD Grid baseboards in the same route, but there are limitations to upgrading that must be considered beforehand |
You can convert (Upgrade) an entire 5m Grid or 10m Grid route to HD Grid in a single step but there are some important limitations. See the Notes: below. |
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Steps: To Upgrade a route to HD:- |
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Left Click on the Surveyor Tools Menu icon |
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Left Click on the option Upgrade Route |
A progress bar will show the status of the conversion process which may take several minutes depending on the size of the route. At the conclusion of the upgrade you will be given a report indicating that the process was successful or it has failed because of errors. See Notes: below. |
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If the Info Palette is not visible on the screen then refer to Notes: Palettes at the top of this document. Some Info Palette functions will also require the Assets Palette and the Tool Options Palette.
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This palette can be easily overlooked but it has some very useful features:- |
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naming objects |
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providing precise data and control over the "focus" - the position of the cursor |
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providing precise data and control over the position and orientation of objects (it can be used instead of the Free Move Tool and the Fine Adjustment Tool) |
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identifying and setting the "home" layer and binding layer of a selected object |
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used for locking and unlocking a selected objects layer |
The components of the Info Palette are identified in the image below.
All the Focus, Position and Rotation settings have drop down menus that allow values to be transferred to and from other settings and other tools.
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Steps: |
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Right Click inside an Info Palette setting box |
The first time the popup menu is opened it will only show two active options - Paste and Select All. |
Paste |
will paste the contents of your Operating System (Windows, MacOS) clipboard into the setting. If data is already present then the new data will be added to it, not replace it |
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Select All will highlight the contents of the selected setting. You can also achieve this with a Left Click and Drag across the contents of the setting |
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Right Click inside the same Info Palette setting box |
Once the value in a setting has been selected (highlighted) the popup menu will show all options as active. |
Cut |
will copy the contents of the selected setting into your Operating System clipboard. The contents will then be deleted from the setting |
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Copy |
will copy the contents of the selected setting into your Operating System clipboard without deleting it |
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Delete will delete the contents of the selected setting. You can also achieve this with a Left Click and Drag across the contents and then press the Delete key |
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Next to the z co-ordinate in both the Focus and Position is a small white down arrowhead. Left Click on the arrowhead to open its menu.
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There is only one option in the sub-menu.
Left Click on the Use Height for Brush option to copy the current z value to the Tool Options Palette Height setting. |
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The Focus shows the current position and height of the Cursor object. |
Open up the Focus by a Left Click on its arrowhead icon.
| Before changing the cursor position with the Focus controls, set a Bookmark at its current position.
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The current cursor position is shown in the x, y and z text boxes. These values can be edited to move the cursor to a new position but CARE will be needed.
| On the right of each data entry box is a pair of Up/Down arrow controls. Left Click and Drag up or down on these to adjust the position in smaller increments down to centimetres |
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Notes:
If you enter an x or y value that is "out in empty space" (beyond the edge of a boundary baseboard) then the cursor will be refocused at a point on the baseboard edge that is the closest to the entered co-ordinates.
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If it has not been deleted you can identify the North-West corner of the original (first) baseboard by entering 0 as the Focus x and y co-ordinates |
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"Asset Name" refers to the name of the asset as displayed in the Assets Palette and in Content Manager. This is not the same as the Object Name (see the next section) |
You must have an object (or objects) selected for an Asset Name to be shown and for this menu to be available.
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If more than one object has been selected then the name and position data shown will be for the last selected object. If different objects (with different kuid codes) have been selected then a count of the additional objects will be added. The (+2) shown in the object name in the image on the left indicates that 2 additional different objects are in the group of selected objects. |
Next to the Asset Name is a small white Down Arrowhead. Left Click on the arrowhead to open its menu.
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Asset Name Menu Options |
Copy |
NOT WORKING (a known bug) |
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Show Asset Details |
opens a new window showing the image and description of the selected object |
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List Assets in New Window |
opens up Content Manager and lists all the selected objects |
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Add to Picklist |
adds selected objects to a Picklist |
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Remove from Picklist |
removes selected objects from a Picklist (objects must already be in a Picklist) |
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Select in Assets Palette |
selects and highlights the selected object in the Assets Palette |
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"Object Name" refers to the name that you give to an object |
You can give any object in your route an identifying name. In some cases a name is vital for AI and session operations, in other cases it will be needed as a display feature - for example: to be shown on a station nameboard. You must have an object (or objects) selected for this option to be available. If more than one object has been selected then only the last object (the one with the Context Icon) will be affected |
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Steps: To name (or rename) an object:- |
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Left Click inside the Name text entry box |
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Enter a name |
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Press the Enter key |
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There is no ban on two or more objects using the same name |
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In the image shown on the left there are 4 objects all named Old Orroroo Rd.
This will not cause any problems for scenery objects apart from finding the exact one you want with the Finder Tool ( Ctrl + F keys).
However, duplicated names will cause problems for Industries (including passenger enabled stations), Locomotives, Track Marks, Triggers, Switches, Signals, etc that have to be identified to control the operation of a session. |
These objects must have unique names |
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Position Info and Controls
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You must have an object (or objects) selected for the position data to be shown and edited. Open up the position data by a Left Click on its Pos: arrowhead icon.
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The position of the selected object (or the last object if more than one is selected) is shown in the x, y and z text boxes. These values can be edited to move the object or objects to a new position but CARE will be needed.
| On the right of each data entry box is a pair of Up/Down arrow controls. Left Click and Drag up or down on these to adjust the position in smaller increments down to centimetres |
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Notes:
If you enter an x or y value that is "out in empty space" (beyond the edge of a boundary baseboard) then the objects will be moved to that position and may vanish from view. The Undo command can be used to reverse the move or the Marquee Tool can be used to add a baseboard under the "floating" objects. |
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Rotation Info and Controls
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You must have an object (or objects) selected for the rotation data to be shown and edited. Open up the rotation data by a Left Click on its Rot: arrowhead icon.
You must have an object (or objects) selected for the layer data to be shown and edited. Open up the layer data by a Left Click on its Layer: arrowhead icon.
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Notes:
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the Info Palette is best used to show and edit the layer and binding layer assignments of individual selected objects |
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operations such as creating, deleting, merging, renaming, moving and hiding layers are performed using the Layers Palette |
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layers can be Locked and Unlocked using the Info Palette but the Layers Palette is often the best choice for these tasks |
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This will show the:-
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current layer assigned to the selected object |
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its assigned Binding Layer (if any) |
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the Locked or Unlocked state of the assigned layer |
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Layer is currently Unlocked. Click this button to Lock the layer |
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Layer is currently Locked. Click this button to Unlock the layer |
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Using this button will also change the Locked or Unlocked padlock icon shown next to the layer name in the Layers Palette
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Notes:
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Objects in a Locked Layer cannot be deleted or moved |
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Locked Layers can be deleted, moved and merged with other layers |
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Assigning Objects to a Different Layer
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The Active Layer is the layer used by the Placement Tool when objects are added to your Trainz World. |
A selected object or group of selected objects can be assigned to a different layer. If multiple objects have been selected then they do not have to all be in the same layer.
| You can also set the Active Layer by selecting its name from the list in the Layers Palette. |
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Options: To set current layer to the Active Layer:- |
If the Select Layer button is greyed out |
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then the selected object is now assigned to the current Active Layer so there is no need to use this option |
If it is NOT greyed out |
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then the selected object is now assigned to a layer that is not the current Active Layer. Left Click on the Select Layer button to switch the Active Layer to the same layer as the object
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Assigning Objects to a Binding Layer
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The Binding Layer, or Bound Layer as it is also called, is a tool used in the development of a route or session. It allows you to temporarily assign an object to a second layer while it is still in its original layer. The object will then take on the properties (Locked or Unlocked, Hidden or Visible) of both layers. |
Assigned Layer |
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Binding Layer |
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Object Status |
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Unlocked |
or None |
Unlocked |
LOCKED |
or or None |
LOCKED |
Unlocked |
LOCKED |
LOCKED |
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Visible |
or None |
Visible |
HIDDEN |
or or None |
HIDDEN |
Visible |
HIDDEN |
HIDDEN |
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In Summary:- |
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If the Assigned Layer or the Binding Layer of an object is Locked then the object will be Locked |
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If the Assigned Layer or the Binding Layer of an object is Hidden then the object will be Hidden |
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Notes:
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Objects in a Hidden Layer cannot be seen and therefore, cannot be selected, deleted or moved |
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The Layers Palette is the ONLY way to create, delete, name and hide layers |
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Some examples of using the Binding Layer:-
Example 1: |
The problem: |
You need to stop an object from being selected so that you can you move other objects on or around it |
The solution: |
Use the Layers Palette to create a new empty layer and lock it. Set the Binding Layer of the object to the new locked layer. The object will then be locked so it cannot be selected or moved even though its original layer is unlocked. When the edit has been completed delete the empty locked layer you just created to unlock all its bound objects and remove all their bindings (the objects will not be deleted)
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Example 2: |
The problem: |
A group of objects (e.g trees) are blocking access to another object. |
The solution: |
Use the Layers Palette to create a new empty layer and hide it. Set the Binding Layer of the blocking objects to the new hidden layer. The blocking objects will no longer be visible and cannot be selected even though their original layer is still visible. When the edit has been completed delete the empty hidden layer you just created to make all its bound objects visible and remove all their bindings (the objects will not be deleted)
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You can also use the asset filters found in the Assets Palette to lock or hide specific assets or types of assets from selection when you are working in Surveyor. See the section Narrowing the Search for more details |
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Trainz Wiki
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More Tutorials and Guides to Using Trainz
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Related Links
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This page was created by Trainz user pware in January 2023 and was last updated as shown below.