Terminology
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This page describes some of the more common train-related, content-creation-related, and general computing terms used in the Trainz environment. Users are encouraged to add their own common terms to this page in a similar fashion. Please keep in mind that this site is dedicated to TS2009 content creation, and terms which are meaningless in this context may be removed.
Contents |
General Train Terminology
- In Advance Of - Signalling term. A signal is said to be 'in advance of' something, if a driver stopped at that signal would have to drive forwards to get there.
- In Rear Of - Signalling term. A signal is said to be 'in rear of' something, if a driver stopped at that signal would have to drive backwards to get there.
TBD.
Trainz Content Creation
- TrainzScript / GameScript - Used interchangeably, these terms refer to the Trainz scripting language.
- Model - A three-dimensional object, built in a special modeling package such as Blender or Max. The word model is often used to describe the concept of a three-dimensional object including properties such as its textures.
- Mesh - A three-dimensional model used in the game environment. The word mesh is often used to refer to a specific game file containing the three-dimensional geometry without related properties such as the model's textures.
- Texture - A two-dimensional image used for texture mapping.
- Material - A named object with a specific material type in combination with its necessary parameters and textures.
- Asset - A single item of content in the Trainz environment, consisting of a config.txt file and any associated resource files. Each asset is uniquely identified by its KUID. An asset may reference any number of dependencies which are required for correct operation.
- Render call / Draw call - A single hardware rendering operation. This is an important concept when performance is a concern, as there is a substantial performance overhead to each draw call. By minimizing the number of draw calls, the same scene can be rendered at a notably higher frame rate. Each draw call associates one material with some quantity of vertices and indices.
- Mesh stitching - A runtime optimization process which combines multiple individual mesh instances into a single draw call for performance reasons. This results in higher performance with no visible changes.
- Alpha blending - The process of using an opacity setting or texture alpha channel to allow partial transparency. Alpha blending is a hardware operation, however by itself blending does not combine well with a traditional hardware depth-buffer technique. The end result is that multiple overlapping layers of alpha blending will not be rendered in the physically correct order without some alternative non-hardware-accelerated techniques. Such techniques should be avoided due to the associated performance losses. In short: use alpha blending sparingly, and do not apply an alpha-blended material to polygons which could do without.
- Alpha masking - The process of using a texture alpha channel to "mask out" parts of the texture, allowing arbitrary see-through areas on the texture. Unlike alpha blending, alpha masking does not allow semi-transparent areas - each resultant texel is either fully textured, or fully transparent. Alpha masking is a fully hardware-accelerated technique.
- Pixel -
- Texel -
- Polygons - In modeling terms, a polygon is always a triangle.
- Indices -
- Vertices - The individual three-dimensional (x, y, z) coordinates that form the corner points of triangles in a mesh geometry.
- Triangles - Three vertices (or specifically, three indices) form a triangle. The triangle is the basic unit of a mesh geometry.
- Mesh Library - An asset which other assets use. These assets refer to the mesh library by KUID, using a 'mesh-asset' tag in their mesh table. Nothing special is needed for an asset to be a mesh library, it just has to contain mesh files.
- Texture Sharing - When two or more meshes in the same asset (which may be a mesh library, and thus used by many assets) use the same material and texture. Trainz can then use mesh stitching to render them in the same draw call, with corresponding performance improvements.
- Alias - An asset which takes it's mesh from another asset, but replaces one or more of the original textures with locally provided ones. Commonly used to reskin an asset.
- Route / Layout / Map -
- Session -
- Vehicle - All assets which can be placed into a train (consist). Includes locomotives. Not to be confused with road cars, which are actually Trackside objects (as they are attached to roads).
- Spline - A continuous linear 3D model such as a hedge, a fence, a road, or a track. Splines are placed in Surveyor as a series of spline control points and the geometry is built in a smoothed path between the control points.
- Map object / Scenery object - A scenery object is an instance of an asset that is placed in Surveyor at a given location and orientation.
- Trackside object - A trackside object is a specialisation of a scenery object that is placed attached to a spline. When the spline is moved, the trackside object is also moved.
- Bogey - Asset type used to represent wheels and suspension components. Used for anything that needs to rotate as the train moves along the track (e.g. wheels), or move (by rotation or translation) to match the angle and position of the track (e.g. subframe and suspension components). In US terminology, this is normally referred to as a truck, and in UK terminology as a bogie.
- Mip mapping - Process to reduce texture detail for objects in the distance, or at a sharp angle to the camera. Used to avoid problems with aliasing (flicker), which can occur where the texture is of comparable or higher detail than the display equipment.
- Normal mapping - A more advanced form of texture mapping which allows per-pixel control over the lighting conditions on the target geometry. Among other benefits, this technique allows a content creator to define small bumps and grooves in a surface in addition to simple coloration.
- Bump mapping - Another term for Normal mapping.
- Specular lighting -
- Level-Of-Detail / LOD - A technique where an object (typically a mesh) is built with a number of variations which look as close as possible to identical, but which trade off quality and performance to differing degrees. The engine selects between the various levels at runtime based on metrics such as distance from the observer. For textures, mip-mapping serves a similar purpose without requiring manual attention. All medium-to-high-detail meshes should supply LOD variants.
- Trainz Asset Database -
- TrainzUtil -
- Trainz Native Interface -
- Mesh Table - The "mesh-table" Container of an asset's config.txt file.
- KUID -
- KUID Table -
- Dependency -
- Dependent -
- Obsolete -
- String Table -
- Cab / Cabin / Interior -
- MAX / 3D Studio Max - The commercial Modeling tool used and supported by Auran.
- Blender - A free Modeling tool with similar functionality to the commercial MAX software.
- Content Manager -
- Geometry - A three-dimensional mesh, without any related textures or material properties.
File Formats
- config.txt file
- .texture.txt file
- .texture file
- .pm file
- .im file
- .lm file
- .gs file
- .gse file
- .cdp file
- .cmpa file
Abbreviations
- TAD - Trainz Asset Database.
- CM - Content Manager.
- LOD - Level-Of-Detail.
- IM - Indexed Mesh file format.
- PM - Progressive Mesh file format.
- LM - Level-of-detail Mesh file format.
- TNI - Trainz Native Interface.