CCG/Appendix C: Tags and Containers
From TrainzOnline
Appendix C - Tags and Containers
This is a tabulation showing the Containers and Tags, as a quick reference, with a brief explanation. Please refer to Chapter 6 for a complete description of the Containers and dependant Tags used in TC.
TAG OR CONTAINER | DATA TYPE | PARENT CONTAINER | APPLIES TO | DESCRIPTION |
accel | float x,float y,float z | smoke# { | smoke block | Acceleration. A vector pointing in the of the sum of all forces affecting smoke effect. Essentially,<z> describes gravity, and <x>, <y> describe the force of wind. Default is 0,0,0. |
adhesion | . | motor { | engine | Adhesion parameter, the higher the greater the adhesion. |
air-drag-coefficient | . | motor { | engine | A value for air drag |
alias | kuid | config.txt | general | Kuid of the asset to be referenced as a basis for the new asset. For example TRS Traincars can reference archived locomotive mesh assets for use with custom textures. This process is done by aliasing the KUID of the archived traincars. |
alias | kuid | config.txt | paintshed-skin | the kuid of the paintshed template the paintshed reskin is based on |
allowed-categories { | subcontainer | //queues-ID {// | industry | The allowed product categories in this queue. |
allowed-products { | subcontainer | //queues-ID {// | industry | The allowed products in this queue |
allows-mixing | boolean | config.txt | product | Products with this tag may be combined in a single queue along with other products of the same category. Eg.Lumber and 20ft Container on a flatcar. By default, allows-mixing is set to 0. Therefore by default, a queue will only allow one product-category at a time. To look at allows-mixing from another angle, liquid products should never allows-mixing enabled. Otherwise you have the potential to mix petrol with oil within the same tanker. |
altitude | . | config.txt | region | altitude of this region |
ambient | boolean | //soundscript-ID {// | mesh object | 0 or , default 0 is off. Ambient sounds have no 3D "position" and may be stereo. Non-ambient (positional) sounds are positioned on the object and must be mono - see attachment above |
amount | float | //inputs-ID {// | industry | Amount required as input. |
amount | float | //outputs-ID {// | industry | Amount to output |
angle | float list degrees | config.txt | turntable | Specifies the angles at which the turntable stops. Not used if the turntable is set up as animation. |
angles | float list | //mesh-table-ID {// | interior | Rotational boundaries in radians relative to its attachment point. |
anim | [path/]filename.kin | config.txt | pantograph | The "anim.kin" animation file for the pantograph |
anim | [path/]filename.kin | //effects-ID { | //animation effect | Reference to the animation file (.kin) |
anim | [path/]filename.kin | //mesh-table-ID {// | mesh object | The animation file (.kin) exported from 3dsmax or gmax. |
animated-mesh | //mesh-table-ID {// | //queues-ID {// | industry | Animated mesh which changes as the queue becomes full. |
animation-loop-speed | float | //mesh-table-ID {// | mesh object | This tag must be here if the asset is to animate when placed. If this tag is not here when placed the animation will not play by default, but may play if controlled by script. A different value (e.g. 0.5, 2.0) may be used in the tag to play the animation at a different speed from that created in 3dsmax or gmax. |
TAG OR CONTAINER | DATA TYPE | PARENT CONTAINER | APPLIES TO | DESCRIPTION |
animdist | float | config.txt | bogey | Leave this tag out if the bogey is not animated. The distance traveled in meters by the bogeys in second (30 frames) of animation. Bogey animations exported from Gmax or 3ds Max) are called "anim.kin". |
asset-filename | string | config.txt | general | Obsolete as of TRS2006 |
atp_on | sub container | //mesh-table-ID {// | interior | Indicates that the limitspeed rule has been loaded in the session and is active (on). |
atp_penalty | sub container | //mesh-table-ID {// | interior | Acts in conjunction with the audible warning device to indicate the speed limit has been exceeded and it will take over control of the train speed. |
att | helper | //attached-trigger-ID {// | industry | Attachment point (stored in the mesh file) |
att | helper | //effects-ID {// | //effects-ID {// | The effect insertion point. The attachment point must be orientated correctly in 3dsmax or gmax. |
att | helper | //mesh-table-ID {// | mesh object | The mesh (and animation if present) is inserted at a mesh attachment point rather than the origin (without this line the mesh is placed relative to the origin of the parent model). |
attached-track { | container | config.txt | scenery with track | Auto-generated spline track. Generated through attachment points located within the default mesh. Attached-tracks update automatically to the spline track connected to it. You may over-ride this auto-update feature by adding useadjoiningtracktype 0 Note. Correct track end attachment orientation is essential. The Y axis must point 'out' at the correct angle. The Z axis must point 'up'. |
//attached-track-ID {// | subcontainer | attached-track { | scenery with track | User supplied identifier |
attached-trigger { | container | config.txt | industry | A Trigger is a point along an attached track with a specified radius. When a compatible rollingstock item enters this radius it triggers a set of commands,controlled through its script. |
//attached-trigger-ID {// | . | attached-trigger { | industry | User supplied identifier |
attachment | helper | smoke# { | smoke block | The attachment point (stored in the mesh file) to place the smoke effect. |
attachment | helper | //soundscript-ID {// | mesh object | Attachment point on the object to which the sound is attached. Default: The sound will attach to the origin of parent object (not used for ambient sound) |
attachment-points { | subcontainer | //queues-ID {// | industry | List of attachment points for this queue on which products are visualised. (Use this, OR animated-mesh) |
att-parent | //mesh-table-ID {// | //mesh-table-ID {// | mesh object | The tag tells Trainz in which mesh the attachment point is located. The insertion attachment point is located within the mesh `name' , as listed in the config.txt. |
author | string | config.txt | general | Author, contact-email and contact- website are useful information, particularly if a user has a question on your models or would like to offer help or suggestions. |
autobrakecylinder | . | volume { | engine | The brake cylinder volume. |
autobrakecylinder _start | . | pressure { | engine | Train brake cylinder pressure on loading the game. |
autobrakecylindervent | . | flowsize { | engine | Flowsize of the automatic brake cylinder vent. |
TAG OR CONTAINER | DATA TYPE | PARENT CONTAINER | APPLIES TO | DESCRIPTION |
auto-create | boolean | //mesh-table-ID {// | mesh object | The model is generated automatically when placed, or when you load a map which includes the model. In some instances you don't want the mesh visible (as this may be controlled through script). If auto-create is 0 the mesh will not be visible when placed. |
autoname | boolean | config.txt | general | When enabled, automatically assigns a unique name to this object as it is placed. |
autopilotmode | boolean | driver-settings { | activity | AI driver setting. (off, on) |
auxreservoir | . | volume { | engine | The volume of the auxiliary reservoir. |
auxreservoir _autobrakecylinder | . | flowsize { | engine | Flowsize of the auxiliary reservoir automatic brake cylinder. |
auxreservoir_no3 | . | flowsize { | engine | Flowsize of the auxiliary independent brake pipe. |
auxreservoir_start | . | pressure { | engine | Flowsize of the auxiliary reservoir pressure on loading the game. |
auxreservoir _trainbrakepipe | . | flowsize { | engine | Flowsize of the auxiliary reservoir brake pipe. |
auxreservoirvent | . | flowsize { | engine | Flowsize of the auxiliary reservoir vent. |
axle-count | . | motor { | engine | Resistance axle count. |
backdrop | boolean | config.txt | scenery | Specifies whether the object is treated as a backdrop or not. (stays visible even when far from the camera) |
bendy | boolean | config.txt | splines | Switches how track is bent on corners, set as allows the mesh to be deformed as the spline is bend around corners. |
bogey | kuid | bogeys-ID { | traincar | Kuid of bogey asset. |
bogey | kuid | config.txt | traincar | The bogey KUID number (default for a.bog0 and a.bog) |
bogey | kuid | tracksound { | tracksound | The bogey to which this sound will apply. |
bogey-# | kuid | config.txt | traincar | The bogey KUID number for a.bog# (Used only if different to a.bog0) |
bogey-#-r | kuid | config.txt | traincar | Used instead of `bogey' and bogey-. The bogey will have reversed orientation. Note: This will cause bogey animation to play in reverse unless the attachment point for the bogey is also rotated 0 degrees in 3dmax/gmax. |
bogey-r | kuid | config.txt | traincar | Used instead of `bogey' and bogey-. The bogey will have reversed orientation. Note: This will cause bogey animation to play in reverse unless the attachment point for the bogey is also rotated 0 degrees in 3dmax/gmax. |
bogeys { | container | config.txt | traincar | The bogey container stores the bogeys used for the loco\rollingstock item. |
//bogeys-ID {// | subcontainer | bogeys { | traincar | User supplied identifier |
boiler-to-piston-flow | . | steam { | steam-engine | A measure of relative energy. |
boiler-volume | . | steam { | steam-engine | The physical volume of the boiler in litres - not currently implemented. |
TAG OR CONTAINER | DATA TYPE | PARENT CONTAINER | APPLIES TO | DESCRIPTION |
bptrainbrakecylinder _needle2 | subcontainer | //mesh-table-ID {// | interior | Enables a second instrument for in-cab display, used for a second digital or analogue display for the function. |
bptrainbrakepipe _needle2 | subcontainer | //mesh-table-ID {// | interior | Enables a second instrument for in-cab display, used for a second digital or analogue display for the function. |
brakefull | . | pressure { | engine | Brake pipe pressure after full service reduction (for self lapping brakes). |
brakeinitial | . | pressure { | engine | Brake pipe pressure after initial service reduction (for self lapping brakes). |
brakepipe | . | pressure { | engine | Brake pipe pressure when fully charged. |
brakeratio | . | motor { | engine | Brake force for pressure reduction. |
bridgetrack | kuid | config.txt | splines | Kuid of the track type to be used. |
buffer-speed | float metres/ second | config.txt | trackside | Used for buffers; specifies the maximum speed up to which the buffer will stop a train. |
burn-rate | . | steam { | steam-engine | The coal consumption (burn) rate. |
burn-rate-idle | . | steam { | steam-engine | The coal consumption rate when the engine is at idle. |
cabinsway | float | config.txt | traincar | Cabin sway multiplier. Eg -2. |
cabsignal_limited | sub container | //mesh-table-ID {// | interior | An in-cab display to represent a trackside signal condition. |
cabsignal_medium | sub container | //mesh-table-ID {// | interior | An in-cab display to represent a trackside signal condition. |
cabsignal_normal | sub container | //mesh-table-ID {// | interior | An in-cab display to represent a trackside signal condition. |
cabsignal_restricted | sub container | //mesh-table-ID {// | interior | An in-cab display to represent a trackside signal condition. |
cameradefault | integer | config.txt | interior | The in-cab camera view Trainz defaults to when entering the cab. |
cameralist { | container | config.txt | interior | List of camera viewpoints |
camera# | float list | cameralist { | interior | A camera contains numeric coordinates that determine the placement and orientation of the camera. These are: 0,0,0,0,0 =left/right, front/back, up/down, yaw, pitch To determine these variables add - freeintcam to the trainzclassicoptions.txt. Pan around the interior using arrow keys and mouse. Co-ordinates are displayed at bottom-left of screen. |
car# | kuid | config.txt | map | Each of these tags stores the kuid of a car to be used on the roads. |
car# | kuid | config.txt | region | Each of these tags stores the kuid of a car to be used on the roads. |
carrate | float seconds | config.txt | splines | Defines traffic density on road minimum seconds between each car generated). 0 = No traffic. Number must be greater than 3. |
casts_shadows | boolean | config.txt | splines | Toggles whether the shadow model is displayed. |
category-class | class code | config.txt | general | The class code for this asset. |
category-era | era code | config.txt | general | Era code list |
category-era-n | era list | config.txt | general | Era code. (Pre TRS2006) |
TAG OR CONTAINER | DATA TYPE | PARENT CONTAINER | APPLIES TO | DESCRIPTION |
category-keywords | keyword list | config.txt | general | Keyword list |
category-region | region list | config.txt | general | A list of REGION codes or REGION GROUP codes |
category-region-# | region code | config.txt | general | A REGION codes or REGION GROUP code. |
changeability | 0/1/2 | driver-settings { | activity | Propensity for weather to change. none, periodic, extreme) |
chunky_info | float list | config.txt | splines | These values (in metres) define the shape of the mesh created for the track |
chunky_mesh | folder | config.txt | splines | Name of texture to apply to rail. The texture must be within a directory of the same name (ie. "textureName\textureName.texture.txt"). The chunky_mesh value will simply be the name of this directory (ie. "textureName"). |
class | string | config.txt | general | This refers to the class of asset within the script file (the class must match that stated in the script). |
clutter-mesh | kuid | config.txt | groundtexture | Ground textures can now reference a mesh and insert the mesh automatically as the ground is painted. Painting over a clutter-mesh ground texture effectively deletes clutter meshes and texture. The mesh it refers to is can be standard scenery object kind mesh. Clutter-meshes must have only one Max material assigned to it only. Polycounts must be very low. |
collate-meshes | . | config.txt | trackside | Enables clutter-mesh support (eg. Fast trees) |
collision-parent | //mesh-table-ID {// | //mesh-table-ID {// | interior | For collision-proxy meshes in an interior mesh-table, this specifies the parent object to be proxied. is 3. |
color | rgb value | smoke# { | smoke block | The R,G,B colour value of the effect. |
company | string | config.txt | traincar | The Locomotive or car owner |
compressor | . | flowsize { | engine | The compressor flow size. |
compressor | . | pressure { | engine | The compressor maximum pressure, gms/m3. |
conesize | . | smoke# { | smoke block | Defines the size of the smoke cone along the x y z axis. |
conflicts-with queues { | subcontainer | //queues-ID {// | industry | This queue and the conflicting queue(s) cannot be used simultaneously. |
consists { | container | config.txt | industry | The consists tag stores information on consists that can be generated by the industry. |
//consists-ID {// | subcontainer | consists { | industry | User supplied identifier |
//consists-vehicle-ID {// | subcontainer | consists-ID { | industry | User supplied identifier |
contact-email | string | config.txt | general | Author, contact-email and contact-website are useful information, particularly if a user has a question on your models or would like to offer help or suggestions. |
contact-website | string | config.txt | general | Author, contact-email and contact- website are useful information, particularly if a user has a question on your models or would like to offer help or suggestions. |
controlmethod | 0/1 | driver-settings { | activity | Driver control setting. (dcc, cabin) |
coupling-mask | boolean | //consists-ID {// | industry | Coupling mask that applies to the consist. 0 will block off all coupling activity while "" will mean you can couple with a vehicle. |
TAG OR CONTAINER | DATA TYPE | PARENT CONTAINER | APPLIES TO | DESCRIPTION |
critical-animation | boolean | //mesh-table-ID {// | mesh object | When enabled, this forces the animation to continue playing when off screen. Impacts performance when enabled. |
custom-attachments | . | //queues-ID {// | industry | Not used. |
decoupling-mask | boolean | //consists-ID {// | industry | Coupling mask that applies to the consist. 0 will mean you can't decouple vehicles in the train while means you can decouple vehicles. |
default { | subcontainer | mesh-table { | mesh object | Main mesh of the asset |
defaultjunction | kuid | config.txt | region | Default type of junction in this region. |
default-mesh | kuid | //effects-ID {// | attachment | The KUID of the attached mesh effect |
default-night { | subcontainer | mesh-table { | mesh object | Main night window mesh on scenery and industry and traincar assets. Modeled to the same 3d space as the default mesh and is inserted at the default mesh origin |
default-night-forward { | subcontainer | mesh-table { | mesh object | The name for a submesh attached to a locomotive, to show a beam of light for example, in the direction of movement of the locomotive. Trainz recognises the name and turns on the correct mesh depending on the running direction. |
default-night-reverse { | subcontainer | mesh-table { | mesh object | The name for a submesh attached to a locomotive, to show a beam of light for example, in the direction of movement of the locomotive. Trainz recognises the name and turns on the correct mesh depending on the running direction. |
deraillevel | 0/1/2 | driver-settings { | activity | Derail setting. (none, arcade, realistic) |
description | string | config.txt | general | Description of the asset. |
description-## | string | config.txt | general | Translated description of the asset. |
digital-dial-prs | kind | //mesh-table-ID {// | interior display | Specifies a digital display for a pressure (compared with an analogue dial display). |
digital-dial-spd | kind | //mesh-table-ID {// | interior display | Specifies a digital display for a speed display (compared with an analogue dial display). |
dighole | float length, width | config.txt | scenery | Specifies the number of grid segments length, width) to be removed from the surveyor grid to accommodate the turntable pit. |
direct-drive | boolean | config.txt | bogey | When direct-drive is present, the bogey animation is linked to the steam piston and physics system. If this tag is not included the piston and steam sounds will not work! |
direction | vector | smoke# { | smoke block | The vector at which the smoke travels. |
directional | boolean | //effects-ID {// | corona effect | The default for coronas is to be aligned to the attachment point to face the NEGATIVE Z direction. This is especially useful for Traincars. |
disable-extra -track-sounds | boolean | config.txt | traincar | Disables the "click-clack" tracksounds. (0,1) |
distance | min, max metres | //soundscript-ID {// | mesh object | 2 numbers (meters) st number is the distance at which the sound is played 100% 2nd number is the cut-off distance. Doesn't affect the volume of the sound (Default: 0m, 0m) |
ditch_color | rgb value | config.txt | traincar | RGB ditch light colour. Eg. 2,2,2. |
divider | folder | config.txt | splines | Name of the model to use as the middle bridge section. Placed in subfolder with same name. |
TAG OR CONTAINER | DATA TYPE | PARENT CONTAINER | APPLIES TO | DESCRIPTION |
don't-flip-terminator | boolean | config.txt | splines | Terminator model isn't mirrored on one side. |
driver-settings { | container | config.txt | activity | Specify the settings of this scenario, similar to Driver's settings screen |
duration | float | //process-ID {// | industry | Length of time (in seconds) that the process runs for. |
dynamic-brake { | container | . | engine | Deceleration variables while dynamic braking in cabin mode. |
effects { | subcontainer | //mesh-table-ID {// | //mesh-table-ID {// | Optional mesh-table variations |
effects { | subcontainer | //mesh-table-ID {// | mesh object | Optional mesh-table variations |
//effects-ID {// | subcontainer | effects { | effects { | User supplied identifier |
enabled | boolean | smoke# { | smoke block | Specifies whether the effect is enabled. |
endcolor | rgb value | smoke# { | smoke block | The final colour the smoke effect shifts to. |
endlength | float metres | config.txt | splines | Length in meters of the initiator and terminator models. |
engine | boolean | config.txt | traincar | States type of traincar. 0 for Rolling stock, 1 for Locomotive. |
enginesound | kuid | config.txt | traincar | References the KUID number for the traincar's sound. |
enginespec | kuid | config.txt | traincar | References the engine KUID number. This specifies the driver physics boundaries for the traincar. |
epreservoirpipe | . | flowsize { | engine | Flowsize for electro pneumatic braking. |
epreservoirpipe | . | volume { | engine | For electro pneumatic braking, not currently used. |
epreservoirpipe _autobrakecylinder | . | flowsize { | engine | Flowsize for electro pneumatic braking. |
epreservoirpipe_start | . | pressure { | engine | For electro pneumatic braking, not currently used. |
equaliser | . | volume { | engine | Equalising reservoir volume. |
equaliser _mainreservoir | . | flowsize { | engine | Flowsize for electro pneumatic braking. |
equaliser_start | . | pressure { | engine | Equaliser reservoir pressure on loading the game. |
equaliservent | . | flowsize { | engine | Flowsize for electro pneumatic braking. |
equaliserventemergency | . | flowsize { | engine | Flowsize for electro pneumatic braking. |
equaliserventhandleoff | . | flowsize { | engine | Flowsize for electro pneumatic braking. |
[ExtensionsContainer extensions {] | container | config.txt | all | Asset specific data. |
faces | Camera/ motion/down | smoke# { | smoke block | The direction the smoke effect faces. |
face-texture | [path/]filename.texture | config.txt | driver character | This is the driver icon used in TRS. Must be x pixels |
facing | boolean | //consists-vehicle-ID {// | industry | Indicates the direction of the vehicle. |
TAG OR CONTAINER | DATA TYPE | PARENT CONTAINER | APPLIES TO | DESCRIPTION |
file | [path/]filename.tfx | smoke# { | smoke block | The twinkle file to be used (optional). |
firebox-efficiency | . | steam { | steam-engine | The atmospheric leakage - a measure of efficiency. 1 = no leakage. |
firebox-to-boiler -heat-flow | . | steam { | steam-engine | The rate of heat flow from the firebox to boiler and vice-versa. |
firebox-to-boiler -heat-flow-idle | . | steam { | steam-engine | The rate of heat flow from the firebox to boiler when the locomotive is idle. |
firebox-volume | . | steam { | steam-engine | Physical volume of the firebox in litres. |
flash-scale | float | config.txt | traincar | Specifies the flash rate for ditch lights. (default) = normal speed, 0. = half speed, 2 = double speed. |
flowsize { | container | config.txt | engine | A container for pipe flow sizes. |
font | string | //effects-ID {// | scenery | Specifies the font type to be used. Available fonts are: arial, console, comic_sans, courier, cordia, century_gothic, garamond, helvetica, impact, sans_serif, swiss, tahoma, times_new_roman, verdana. Default size is 24 points. |
fontcolor | rgb value | //effects-ID {// | name effect | The colour of the sign text in r.g.b. |
fonts | integer | config.txt | traincar | Indicates how many types of running numbering fonts used. |
fontsize | float | //effects-ID {// | name effect | The size of the sign text, as a factor of the default font size -0.1 = 10% of the default size |
fonts-path | folder | config.txt | traincar | Replaces asset-filename usage for 'fonts'. |
frame-rate | float frames/ second | config.txt | turntable | Generally make this 30 (frames per second) |
frequency | float per second | //effects-ID {// | corona effect | This variable specifies the frequency in Hz (or `flashes' per second). e.g. 1 for once per second, 0. for once every 2 seconds, 2 for twice per second. |
fuel | . | mass { | engine | The fuel level, not currently used. |
fuel-energy | . | steam { | steam-engine | The relative energy of the fuel in kilojoules per kilogram of coal. |
function | 'TrackSignal' | config.txt | trackside | Must be set to 'TrackSignal' |
grounded | float metres | config.txt | splines | Height in meters for the road to be offset from terrain. |
height | negative metres | config.txt | scenery | Height from the track level to the base. Should be negative. |
height | float metres | config.txt | splines | Height from the track level to the base. Must be a negative value in order to raise the bridge above the ground. |
height | integer | //thumbnails-ID {// | all | Image height |
height-range | min,max metres | config.txt | scenery | height-range min, max eg: height-range -10, 100. Where min and max are values in meters. |
hidden | boolean | config.txt | splines | Prevents the spline from being rendered. |
highspeedexhauster | . | pressure { | engine | Pressure for vacuum braking, not currently used. |
highspeedexhauster _vacuumbrakepipe | . | flowsize { | engine | Flowsize for vacuum braking, not currently used. |
TAG OR CONTAINER | DATA TYPE | PARENT CONTAINER | APPLIES TO | DESCRIPTION |
hornsound | kuid | config.txt | traincar | References the KUID number for the traincar horn sound. |
icon0 | kuid | config.txt | general | Window preview icon - see information box |
icon1 | kuid | config.txt | general | Window preview icon - see information box |
icon2 | kuid | config.txt | general | Window preview icon - see information box |
icon3 | kuid | config.txt | general | Window preview icon - see information box |
icon-texture | [path/]filename.texture | config.txt | product | The in-game representation of the product when specifying the load type for a compatible rollingstock item driver) Should be a x TGA. |
image | [path/]filename | //thumbnails-ID {// | all | Image filename |
indbrakefull | . | pressure { | engine | Brake cylinder pressure for independent brake service. |
independantbrakecylinder | . | volume { | engine | The engine brake cylinder volume. |
independantbrakecylinder _start | . | pressure { | engine | The engine brake cylinder volume on loading the game. |
info-page | [path/]filename.html | config.txt | profile | Filename of the HTML information page for the session. |
inherit-velocity | . | smoke# { | smoke block | For a smoke cone or steam emitter, tells the particle that it will inherit the velocity of the emitter. |
initial-boiler-temperature | . | steam { | steam-engine | This allows the engines to be at an almost ready to go state when the session starts. |
initial-count | integer | //queues-ID {// | industry | The initial number of items in the queue. |
initiator | folder | config.txt | splines | Name of the model to use at the start of bridge, placed in subfolder with same name. |
inputs { | subcontainer | //processID {// | industry | Input process list |
//inputs-ID {// | subcontainer | inputs { | industry | User supplied identifier |
instance-type | 'instance'/ 'resource' | config.txt | product | Instance-type: 'resource' is used when there is no mesh, or one only mesh is referenced in the mesh table (Ie Liquids, Bulk loads etc). 'instance' is used when more than one mesh is in the mesh table Ie: Passengers, General Goods. 200 max.'size' per Asset. |
interior | kuid | config.txt | traincar | References the KUID number for the traincar interior cab view. |
interpolate | . | smoke# { | smoke block | Used for a steam emitter. |
invisible | boolean | config.txt | splines | Specifies whether the object is invisible. |
isfading | boolean | config.txt | engine sound | For electric locomotive engine sounds. sound fades to zero when speed is reduced, and plays no sound at zero km per hour. |
isfreeway | boolean | config.txt | splines | Boolean function that when set to true, allows road traffic to flow in the same direction in multiple lanes of the one road spline. |
isramping | boolean | config.txt | engine sound | Determines if an engine sound is a single sound file for electric locomotives or uses stepped sound file for diesel or steam locomotives. 0 = winds up the sound, for electric. 1=plays different sound files for the notch steps for steam or diesel locomotives. |
TAG OR CONTAINER | DATA TYPE | PARENT CONTAINER | APPLIES TO | DESCRIPTION |
isroad | boolean | config.txt | splines | Isroad/Istrack. Two boolean tags detailing the behavior of the bridge. If the isroad is set to true, then cars are placed on the bridge. Both values should not be set to true. |
isspeed | float | config.txt | engine sound | Specifies the playing speed of a single sound file for an electric locomotive. 1 plays the sound at twice speed, 2 (default) = plays the sound at three time speed, 4 = plays the sound at 5 times speed for example. |
istrack | boolean | config.txt | splines | Isroad/Istrack. Two boolean tags detailing the behavior of the bridge. If the isroad is set to true, then cars are placed on the bridge. Both values should not be set to true. |
junction-lever-mesh | subcontainer | //junction-vertices-ID {// | fixed track | The mesh (selected from the mesh table) to be used as a junction lever. |
junction-vertex | helper | //junction-vertices-ID {// | fixed track | The attachment point (located in mesh file) at which to place the lever. |
junction-vertices { | container | config.txt | fixed track | The Junction-Vertices Container contains the tags needed to handle the lever portions of a fixed track. |
//junction-vertices-ID {// | container | Junction-vertices { | fixed track | User supplied identifier |
keyframes | integer list | config.txt | turntable | Specifies where on the animation the turntable is to stop. |
kind | kind | config.txt | general | Asset kind. |
kind | 'animation' | //effects-ID {// | //effects-ID {// | This effect is used when a mesh has a variety of animations. Usually the animations will be controlled by a script related to the asset. |
kind | 'attachment' | //effects-ID {// | //effects-ID {// | In TRS we have the ability to attach a mesh into another mesh by referencing it's KUID through a meshtable. |
kind | 'corona' | //effects-ID {// | //effects-ID {// | A corona is a `glow' light effect. It is a simple texture that is inserted at an attachment point within the mesh. Coronas can be added to any asset that uses a meshtable. |
kind | 'name' | //effects-ID {// | //effects-ID {// | Some assets may have editable signs. When you set an asset's name in surveyor through the Edit Properties icon (`?' icon) the signage can be -up to automatically update. The variables can be set for each sign. |
kind | 'texture-replacement' | //effects-ID {// | //effects-ID {// | This effect was created for rolling stock items to swap the visible texture of bulk loads (such as coal or woodchips). |
kind | interior object kind | //mesh-table-ID {// | interior | The type of interior object the particular mesh is. Affects the behavior of the mesh in game. Kinds: lever (Levers, switches, dials etc), animated-lever (Animated Levers etc Eg. in steam cabs), collision-proxy (Mouse collisions for animated levers), needle (Gauge needles, Speedo, brake pres.), pullrope (Pull rope horn as in the F7), light (Wheelslip light) |
kuid | kuid | config.txt | general | Asset kuid |
kuid-table { | container | config.txt | all | List of all required dependencies. |
//kuid-table-ID {// | kuid | kuid-table { | all | User supplied identifier |
latitude | . | config.txt | region | The latitude of this region |
TAG OR CONTAINER | DATA TYPE | PARENT CONTAINER | APPLIES TO | DESCRIPTION |
left-passenger-door { | subcontainer | mesh-table { | mesh object | Predefined submesh identifier. Left side passenger doors. |
length | float metres | config.txt | splines | Length of track segment in metres |
levels { | subcontainer | tracksound { | tracksound | Relative sound levels. The sound is silent until 0. m/s, ramping up in volume until 0.0 m/s, constant maximum after that. Note, a value below 0. will not play a sound. |
licence | string | config.txt | general | User licence details |
lifetime | float | smoke# { | smoke block | Time in seconds that smoke particles exist for. Default is 3. |
light | boolean | config.txt | scenery | Sets lighting to be used for object to be ambient or directional. 0 sets ambient lighting and object is light by general light value, sets directional light which is affected by the position of the sun. |
light | boolean | //mesh-table-ID {// | mesh object | Sets lighting to be used for object to be ambient or directional. 0 sets ambient lighting and object is light by general light value, sets directional light which is affected by the position of the sun. |
light_color | rgb value | config.txt | traincar | RGB headlight colour. Eg. 2,2,2. |
lights { | container | config.txt | mosignal | Signal lighting container. A list of coronas attached to each light point. Coronas are stored in each signal object's directory alongside it's textures. |
//lights-ID {// | subcontainer | lights { | mosignal | Light point identifier. |
limits | float list | //mesh-table-ID {// | interior | Mathematical boundaries Trainz uses determine the objects function. These values vary as different objects use different mathematical units. |
longitude | . | config.txt | region | longitude of this region |
loop | float seconds | smoke# { | smoke block | Time in seconds to loop the smoke sequence. Only valid if mode is set to time. |
loopdelay | float seconds | smoke# { | smoke block | Delay (in seconds) before the effect is played again. |
looped | boolean | //effects-ID {// | animation effect | Looped (optional) Use only if the animation is looping (repeating). Default 0 (i.e. not looped). |
looping | boolean | config.txt | turntable | specifies that the turntable can go all the way around, rather than stopping at a certain point. |
low-beam-value | float | config.txt | traincar | Specifies the intensity or size of lowbeam headlights for locomotives. normal size or intensity, 2 (default) = half size, 0. = twice size. |
mainreservoir | . | pressure { | engine | The main reservoir pressure. |
mainreservoir | . | volume { | engine | The main reservoir volume. |
mainreservoir_ep | . | flowsize { | engine | Flowsize of the electro pneumatic main reservoir. |
mainreservoir_start | . | pressure { | engine | Pressure of the main reservoir on loading the game. |
main-reservoir-volume | . | steam { | steam-engine | Main reservoir volume in litres, currently not used. |
map-kuid | kuid | config.txt | profile | Kuid of the map attached to this session./td> |
mass | float kg | config.txt | product | The physical mass of the product. For Containers and Passengers this is calculated in kilograms/unit, while for Liquid and Bulk loads this is calculated in kilograms/litre. |
TAG OR CONTAINER | DATA TYPE | PARENT CONTAINER | APPLIES TO | DESCRIPTION |
mass | integer kg | config.txt | traincar | Mass of vehicle in kilograms |
mass { | container | config.txt | engine | A container for the locomotive mass./td> |
max-accel | . | motor { | engine | A parameter for DCC acceleration. |
max-coupler-gap | float metres | config.txt | traincar | The maximum gap expected between couplers of this type |
max-decel | . | motor { | engine | A parameter for DCC deceleration./td> |
max-distance | float | tracksound { | tracksound | Maximum distance at which the sound is played. Eg 1000 |
max-fire-coal-mass | . | steam { | steam-engine | The maximum mass of coal the firebox can take in kilograms. |
max-fire-temperature | . | steam { | steam-engine | The maximum heat obtainable from the firebox. |
maximum-volume | . | steam { | steam-engine | The boiler maximum volume to be used, this volume should be 0% of the boiler-volume and simulates the steam space left over the top of the water. |
maxrate | float | smoke# { | smoke block | The maximum rate at which particles are emitted. |
maxsize | float | smoke# { | smoke block | The end size of smoke particles, default = 3. |
maxspeed | . | motor { | engine | Maximum speed for DCC for an engine, expressed in metres per second. |
maxspeedkph | float | smoke# { | smoke block | For a cone emitter, this will set the maximum velocity of the particles, in kph. |
maxvoltage | . | motor { | engine | Maximum voltage, not currently used. |
mesh | kuid | config.txt | driver character | This refers to the kuid of the mesh asset inserted in to the locomotive mesh at a.driver0 (when in the Driver Module). |
mesh | [path/]filename.im | //mesh-table-ID {// | mesh object | The mesh name. This may include a sub-path. ie: mesh nightwindows/nightwindows.im, where the file nightwindows.im has been placed in the subdirectory nightwindows. |
mesh | [path/]filename.lm | //mesh-table-ID {// | mesh object | The mesh name. This may include a sub-path. ie: mesh nightwindows/nightwindows.im, where the file nightwindows.im has been placed in the subdirectory nightwindows. |
mesh | [path/]filename.pm | //mesh-table-ID {// | mesh object | The mesh name. This may include a sub-path. ie: mesh nightwindows/nightwindows.im, where the file nightwindows.im has been placed in the subdirectory nightwindows. |
mesh-table { | container | config.txt | mesh object | This is the new and preferred method of asset mesh placement for most mesh asset types. It gives huge control over mesh placement and animations. There are some asset types that cannot use a meshtable. These include all Bridges, Tunnels, Rails, Pantographs and other Spline Objects (eg. Fences or Catenaries). |
//mesh-table-ID {// | subcontainer | mesh-table { | mesh object | User supplied identifier |
//mesh-table-ID {// | subcontainer | mesh-table { | interior | User supplied identifier |
min-distance | float | tracksound { | tracksound | Minimum distance at which the sound is played in metres. Eg 0. |
minimum-volume | . | steam { | steam-engine | The minimum volume represents the working low water level in the boiler. minimum-volume. This value should be 90% of the maximum-volume. |
TAG OR CONTAINER | DATA TYPE | PARENT CONTAINER | APPLIES TO | DESCRIPTION |
minrate | float | smoke# { | smoke block | The minimum rate at which particles are emitted. |
minsize | float | smoke# { | smoke block | The start size of smoke particles, default = 0. |
mode | speed/anim/ timeofday/ time | smoke# { | smoke block | Describes the mode or type of this smoke effect. This affects how start and period are interpreted. (time | speed | anim | timeofday). |
mode0 { | subcontainer | mesh-table { | trackside | Mesh showing lever in first position |
mode0 { | subcontainer | mesh-table { | mesh object | Predefined submesh identifier. Mesh showing lever in first position |
mode { | subcontainer | mesh-table { | trackside | Mesh showing lever in second position |
mode { | subcontainer | mesh-table { | mesh object | Predefined submesh identifier. Mesh showing lever in second position |
motor { | container | config.txt | engine | A container to define motor characteristics for an engine. |
mousespeed | float | //mesh-table-ID {// | interior | This controls the use of the mouse on screen. Use this to control the mouse speed and push/pull direction for levers and dials. · mousespeed - Inverts mouse direction. · mousespeed 2 Doubles mouse speed in default direction. · mousespeed -0. Inverts mouse direction and halves the speed. |
moving-friction -coefficient | . | motor { | engine | Friction coefficient when moving. |
name | 'name' | //effects-ID {// | name effect | When name name is specified, it uses the asset's changeable name. Changed through the Edit Properties icon (the `?' icon) in Surveyor. |
name | string | //effects-ID {// | name effect | The default text when placed. If name Graceland (for example) was used, the sign would never be able to be changed even though the user may have changed the asset's name in Surveyor. |
name | <blank> | //effects-ID {// | name effect | Leave blank to allow the name to be inserted by script without an initial default. |
night | [path/]filename.tga | config.txt | environment | Name of image file for night sky. File should be 2 x 2 pixel 2bit tga. The file extension should be excluded here, ie "QLD_Sky" rather than "qLD_Sky.texture.txt". |
night-mesh-base | //mesh-table-ID {// | //mesh-table-ID {// | mesh object | The mesh to which `default-night' is linked. If the `night-mesh-base' is hidden then `default-night' will not be displayed. |
nightmode | home/lamp/ constant | config.txt | scenery | Only add this tag if you reference a default-night mesh in the mesh-table. Values: home, lamp or constant. |
no3pipe | . | flowsize { | engine | Flowsize for the independant brake pipe. |
no3pipe | . | volume { | engine | Volume for the independant brake pipe, not currently used. |
no3pipe _autobrakecylinder | . | flowsize { | engine | Flowsize of the independent automatic brake pipe cylinder. |
no3pipe_mainreservoir | . | flowsize { | engine | . |
no3pipe_start | . | pressure { | engine | Pressure for the independant brake pipe when the game is loaded. |
no3pipevent | . | flowsize { | engine | Flowsize for the independant brake pipe vent. |
nopipe | . | flowsize { | engine | Flowsize for the bail pipe. |
nopipe | . | volume { | engine | Volume for the bail pipe, not currently used. |
nopipe_start | . | pressure { | engine | Pressure for the bail pipe when the game is loaded. |
TAG OR CONTAINER | DATA TYPE | PARENT CONTAINER | APPLIES TO | DESCRIPTION |
normal | [path/]filename.tga | config.txt | environment | Name of image file for normal sky. File should be 2 x 2 pixel 2bit tga. The file extension should be excluded here, ie "QLD_Sky" rather than "qLD_Sky.texture.txt". |
nostartdelay | boolean | //soundscript-ID {// | mesh object | 0 or 1, default 0 If not set, the sound will have a short delay before playing, this stops flanging (flanging is a really nasty sound caused when several copies of the same sound are played at once). |
notches | float list | //mesh-table-ID {// | interior | The position of notches within the angle boundaries. These are represented as decimal points between and including 0 and 1. |
notchheight | float list | //mesh-table-ID {// | interior | The size of the notches specified. |
numlanes | float | config.txt | splines | Specifies the number of lanes to be generated as a freeway for road traffic. |
object-size | float metres | //effects-ID {// | corona effect | Size of the corona on the object when viewed up close Defaults to 0.15 (i.e 0.15m). |
obsolete-table { | container | config.txt | all | The obsolete-table describes the asset's revision history. |
ontheright | boolean | config.txt | region | Cars drive on the right hand side of the road. |
opacity | 0..1.00 | //mesh-table-ID {// | mesh object | Controls the opacity of the mesh. Zero invisible, not recommended) or one solid). |
opacity | 0..1.00 | //mesh-table-ID {// | interior | Usually used for the window mesh to give transparency (and the impression of reflection). |
organisation | string | config.txt | general | Organisation name will show in Trainz in Railyard as the organisation for the model, for instance if you use Joe's Trainz or Cripple Creek Logging Company. |
origin | string | config.txt | traincar | The Country Abbreviation. |
outputs { | subcontainer | process-ID { | industry | Output process list |
//outputs-ID {// | subcontainer | outputs { | industry | User supplied identifier |
paintshed-skin-used | kuid | config.txt | paintshed-skin | Kuid of the paintshed skin used. (if applicable) |
paintshed-skin-used | kuid | config.txt | paintshed-template | Kuid of the paintshed skin to be used for this template. |
paintshed-template-used | kuid | config.txt | paintshed-skin | Kuid of the paintshed template used. (if applicable) |
pantograph | kuid | config.txt | traincar | The pantograph kuid number inserted at a.pant0, a.pant1, etc. Use this tag only when needed. |
passenger-height | float metres | config.txt | industry | This value sets the height of the passenger asset in metres, to suit the platform model height. (Doesn't work) |
passenger-queue | boolean | //queues-ID {// | industry | Defines this as a passenger station queue. |
period | . | smoke# { | smoke block | The usage of period depends on the value of the mode tag. If the mode is set to time, period is the duration of time this effect will remain active. |
permit-commit | boolean | privileges { | all | Allows the end-user to commit changes to this asset. |
permit-edit | boolean | privileges { | all | Allows the end-user to open this asset for editing |
permit-listing | boolean | privileges { | all | Allows the end-user to view this object in the surveyor pickers (if it is of an appropriate kind.) Does not affect the visibility of the asset within the CMP asset list. |
TAG OR CONTAINER | DATA TYPE | PARENT CONTAINER | APPLIES TO | DESCRIPTION |
TAG OR CONTAINER | DATA TYPE | PARENT CONTAINER | APPLIES TO | DESCRIPTION |
piston-angular-offsets | . | steam { | steam-engine | Determines the number of power impulses a locomotive has for each wheel revolution, thus simulating the prototype. |
piston-area | . | steam { | steam-engine | The cross section of one piston in m2. It is assumed there is one piston only on each side of the locomotive. |
piston-to-atmosphere-flow | . | steam { | steam-engine | Atmospheric leakage from piston. Nominal hole size. |
piston-volume-max | . | steam { | steam-engine | The volume of the space in the cylinder ahead of the piston at the start of a full stroke. |
piston-volume-min | . | steam { | steam-engine | The volume of the space in the cylinder ahead of the piston at the end of a full stroke. |
pressure { | container | config.txt | engine | A container for the pressure values for an engine. |
preview-mesh-kuid | kuid | //mesh-table-ID {// | mesh object | The mesh to be used in the surveyor preview area. This is useful when an asset has a large bounding box. Ie the Airport" with it's jet animation |
preview-scale | float | //mesh-table-ID {// | mesh object | Scale of the preview mesh. |
priority | float, 0= highest | tracksound { | tracksound | The priority of the sound versus other sounds to be played. Lower values indicate a higher priority. |
privileges { | container | config.txt | all | Limited content protection applies only to built-in (JArchived) assets. |
processes { | container | config.txt | industry | Processes (required) The input and output settings of the industry. You can specify the amount of input and output for each queue referenced product as well as the duration (or rate) in seconds for that process to take place. All queues and processes are linked through the industry assets script file. |
//process-ID {// | subcontainer | processes { | industry | User supplied identifier |
product-category | kuid | config.txt | product | Kuid of applicable category for this product |
product-id | . | config.txt | paintshed-skin | For paintshed support. |
product-kuid | kuid | //queues-ID {// | industry | The product type used to fill 'initial-count' |
product-texture | [path/]filename.texture | config.txt | product | The texture to be used with load texture-replacement'. Ie When a hopper loads woodchips instead of it's default load of coal. |
product-type | . | config.txt | paintshed-skin | For paintshed support. |
product-version | . | config.txt | paintshed-skin | For paintshed support. |
pulllever | kind | //mesh-table-ID {// | lever | A spring loaded lever used typically for a horn. The lever returns to the start position after being released after operating. |
queue | //queues-ID {// | //inputs-ID {// | industry | Queue from which to take input. |
queue | //queues-ID {// | //outputs-ID {// | industry | Queue in which to place output. |
queues { | container | config.txt | industry | The queues container states which product or products the industry can use. It contains the size of each product, the initial count when placed, and can refer to it's visual load state whether through a load animation or attachment. |
//queues-ID {// | subcontainer | queues { | industry | User supplied identifier |
TAG OR CONTAINER | DATA TYPE | PARENT CONTAINER | APPLIES TO | DESCRIPTION |
radius | float | //attached-trigger-ID {// | industry | Radius (in meters) of the trigger. |
radius | float | //mesh-table-ID {// | interior | The notch position relative to the attachment point. |
random-color-high-hsb | hsb value | config.txt | scenery | For clutter-mesh objects, specifies a color range for tinting purposes. HSB color space. |
random-color-low-hsb | hsb value | config.txt | scenery | For clutter-mesh objects, specifies a color range for tinting purposes. HSB color space. |
rate | float particles/ second | smoke# { | smoke block | The rate of emission in particles per second for modes time, speed, and timeofday, or the number of particles to emit over the animation period for anim mode. Default is 4. |
region | region code | config.txt | general | The country region to which this asset belongs. This should be one of the Auran-supplied region names (Refer Appendix A) |
repeat-delay | random [min,max]seconds | //soundscript-ID {// | mesh object | 1 or 2 numbers (min, max, in sec) time to delay between the end of the sound playing, and playing it again randomised between(min .. max) default min is 0, default max is equal to min Notes: Repeat-delay now has two values rather than one. When upgrading old assets, make sure there is a repeat delay for both values or the sound will loop endlessly when triggered. |
repeats | integer | config.txt | splines | The number of times the mesh is placed between spline points |
resistance | . | motor { | engine | Power figure for DCC, a higher resistance value equals less power. |
reversed | boolean | bogeys-ID { | traincar | Affects the direction of the bogey. |
rgb | rgb value | config.txt | splines | This value should be left as default. |
right-passenger-door { | subcontainer | mesh-table { | mesh object | Predefined submesh identifier. Right side passenger doors. |
rollstep | float degrees | config.txt | scenery | Where n is a value in degrees. Used in conjunction with rotate-yz-range, rollstep lets you specify the step size of roll angles for this object. Other example values are 1, ,5 20 etc. The default rollstep is 1.0. |
rotate | boolean | config.txt | scenery | Where n is 0 or (default). This lets you disable rotation on a scenery object. 0 to disable, 1 to enable (default). |
rotate-yz-range | min,max degrees | config.txt | scenery | Where min and max are values in degrees. This tag lets you set the roll yz rotation range (normal object rotation is an xy rotation). If you want your scenery object to support rolling then use this tag to set the minimum and maximum roll range. By default, objects have a min/max roll range of 0 to 0. |
rotstep | float degrees | config.txt | general | Where n is a value in degrees. This lets you specify the step size of rotation angles for this object. Other example values are , 0, 20, 0, 0 etc. The default rotstep is 1.0 |
running-number | string | //consists-vehicle-ID {// | industry | Running number of the vehicle. |
safety-valve-high-flow | . | steam { | steam-engine | Higher pressure valve release. Nominal hole size. |
safety-valve-high-pressure | . | steam { | steam-engine | When boiler pressure hits this value in kPa the safety-valve-high-flow release is initiated. |
safety-valve-low-flow | . | steam { | steam-engine | Lower pressure valve release. Nominal hole size. |
safety-valve-low-pressure | . | steam { | steam-engine | When boiler pressure hits this value in kPa the safety-valve-low-flow release is initiated. |
TAG OR CONTAINER | DATA TYPE | PARENT CONTAINER | APPLIES TO | DESCRIPTION |
scale | . | smoke# { | smoke block | For a smoke (particle) emitter is the scale of the emitter or the scale of the particle. |
scale | . | mass { | engine | Multiplies fuel mass by given value, generally leave this setting. |
scale | . | pressure { | engine | Multiplies pressure by given value, generally leave this setting. |
scale | . | volume { | engine | Multiplies volume by given value, generally leave this setting. |
script | [path/]filename.gs | config.txt | general | This refers to the name of the script file. |
search-limit | . | config.txt | trackside | Not required. For internal use only. |
shadow { | subcontainer | mesh-table { | mesh object | Predefined submesh identifier. Shadow mesh. |
shadows | . | config.txt | splines | Undocumented, leave as default. |
shift | . | smoke# { | smoke block | Speeds up the age of the smoke particle how old they are which makes them die/disappear faster). |
shovel-coal-mass | . | steam { | steam-engine | The amount of coal in one shovel. In kg |
showhelp | boolean | driver-settings { | activity | Show Driver Help. (off, on) |
show-in-consist-menu | boolean | //consists-ID {// | industry | Boolean flag that dictates whether this train appears in the consist menu 0 - false, - true). The consist menu was along the bottom of the screen in the original Trainz and UTC but is no longer present. It effectively stopped a user from getting access to an AI train. Redundant for most uses except for legacy/scenario usage. |
signals { | container | config.txt | mosignal | Sets out which aspects the signal is capable of displaying, and also which light points are activated when each state is displayed. |
//signals-ID {// | subcontainer | lights { | mosignal | Signal point identifier. |
size | integer | //queues-ID {// | industry | Size of queue. |
smoke_fastlife | float | config.txt | traincar | Longevity of smoke particles at normal speed. |
smoke_fastspeed | . | config.txt | traincar | Not documented. |
smoke_height | float | config.txt | traincar | How hard particles are pushed out of the stack. |
smoke_random | float | config.txt | traincar | Level of particle excitation. |
smoke_shade | float | config.txt | traincar | Smoke opacity. (0..1.00) |
smoke_slowlife | float | config.txt | traincar | Longevity of smoke particles at low speed. |
smoke { | container | config.txt | smoke block | A container for smoke values. |
snapgrid | float metres | config.txt | scenery | Where n is a value in meters. This lets you specify the size of the grid the object snaps to. We recommend factors/fractions of 720 as this is the size of a base board and the positioning may do funny things across section borders. e.g. 1, 2, 5, 10, 20, 30, 40, 45, 60, 80, 90, 120, 180, 240, 360, 720. The default snapgrid is 10. |
TAG OR CONTAINER | DATA TYPE | PARENT CONTAINER | APPLIES TO | DESCRIPTION |
snapmode | 0/1/2 | config.txt | scenery | Where n is either 0 (default) , 1 or 2. Use snapmode to enable snapping of a scenery object to the snap grid. 0 will disable grid snapping (default), 1will enable grid snapping, 2 will enable an offset grid snapping. Offset grid snapping will cause objects to be snapped to the grid but will also offset the objects position by ½ the grid size essentially positioning the object in between the normal grid lines. |
sound { | subcontainer | //soundscript-ID {// | mesh object | List of .wav files to play (randomly picked) |
soundscript { | container | config.txt | mesh object | Controls the looping sound made by the object. |
//soundscript-ID {// | subcontainer | soundscript { | mesh object | User supplied identifier |
speed | float | //effects-ID {// | animation effect | Speed factor of the animation. Default 1, 2 for double speed, 0.5 for half speed |
speedlimit | float metres/second | config.txt | trackside | This value is the maximum speed allowed in meters per second |
start | . | smoke# { | smoke block | The usage of stard depends on the value of the mode tag. If the mode is set to time, start is a set of time values in seconds after the creation of this effect's parent object when this phase of the effect will start. If the mode is set to speed, start is a speed in meters per second (m/s) and period is not used. (Note: 1 m/s = 3.6 km/hr.) All other sequence attributes (rate, velocity, lifetime, minsize, maxsize) are interpolated so there are smooth transitions between phases. If the mode is set to anim, start is a value from 0.0 to .0 which describes the start time into the object's animation cycle. If the mode is set to timeofday, start is a value from 0.0 to .0 which describes the time of day when this effect will start. Values range as follow: 0 - midnight, 0.25 - 6am, 0.5 - midday, 0.75 - 6pm, 1.0 midnight. |
start-enabled | boolean | process-ID { | industry | Specifies whether the process starts enabled. |
startingtime | 0..1.00 | driver-settings { | activity | Time of day. Range is from 0 to 1.00 (0.5 - midday). |
steam { | container | config.txt | steam-engine | A container for steam settings. |
storm | [path/]filename.tga | config.txt | environment | Name of image file for stormy sky. File should be 2 x 2 pixel 2bit tga. The file extension should be excluded here, ie "QLD_Sky" rather than "QLD_Sky.texture.txt". |
string-table { | container | config.txt | all | The string table stores a list of text strings to be used by the industry script. |
string-table-## { | container | config.txt | all | These alternative string tables store translated strings |
supports-null -driver-character | boolean | config.txt | drivercommand | Command can be executed without a driver present in the selected loco. |
surface-area | . | motor { | engine | . |
surveyor-name-label | boolean | config.txt | general | Specifies whether this item has floating name label text. |
surveyor-only | boolean | config.txt | general | Adding this means the attached mesh will only be visible in Surveyor and not Driver. |
surveyor-only | boolean | //effects-ID {// | attachment | Adding this means the attached mesh effect will only be visible in Surveyor and not Driver. |
tender | boolean | config.txt | traincar | Specifies that the traincar is a tender. |
terminator | folder | config.txt | splines | Name of model to use at end of bridge, placed in subfolder with same name. |
test-collisions | boolean | //mesh-table-ID {// | interior | Mouse cannot be used for this mesh. Collision mesh used instead. i.e. For animated-levers. |
TAG OR CONTAINER | DATA TYPE | PARENT CONTAINER | APPLIES TO | DESCRIPTION |
texture | [path/]filename.texture | config.txt | general | An image texture file. |
texture | [path]/filename.texture | //effects-ID {// | texture-replacement effect | Texture reference denoting the texture file to be swapped by this effect. |
texture | kuid | smoke# { | smoke block | Kuid of the texture to be used for the effect. |
texture-kuid | kuid | //effects-ID {// | corona effect | Add this tag only when you want to specify your own texture for the corona. It specifies the KUID of a kind texture asset. See KIND TEXTURE. |
texture-kuid | <blank> | //effects-ID | {//corona effect | If the texture-kuid tag is not present the corona will use the default yellow/ orange texture in TRS. |
textures { | container | config.txt | texture group | The textures container stores a list of additional textures to be used in the texture group. |
three-part | boolean | config.txt | hornsound | Specifies that the hornsound has a beginning, middle and ending sound. |
throttle-notches | . | motor { | engine | The number of notches for the throttle. |
throttle-power { | container | config.txt | engine | A container for throttle settings. |
thumbnails { | container | config.txt | all | Any asset may specify a thumbnail or preview image. |
//thumbnails-ID {// | subcontainer | thumbnails { | all | User supplied identifier |
timerate | float | driver-settings { | activity | Time progression. (1 - real-time, 2 - double speed etc.) |
track | kuid | //attached-track-ID{// | scenery with track | Kuid of the track to be used. |
track | trackID | //attached-trigger-ID {// | industry | The track name which the train must be on to trigger. |
track | kuid | tracksound { | tracksound | The track type to which this sound will apply |
trackdirections | boolean | config.txt | splines | Specifies the direction of traffic flow for freeway spline models. |
trackmark | boolean | config.txt | trackside | Specifies that the object is a trackmark. |
trackoffsets | float list, metres | config.txt | splines | Distance in meters the rail/s are attached to the center of the spline. Any number of tracks can be attached to the spline, only splines with the same track offsets can be connected together. |
track-parent | kuid | tracksound { | tracksound | The parent (eg. bridge/industry/tunnel) of the track to which this sound will apply. |
trackside | float metres | config.txt | trackside | This is a value that is the distance in meters the object is placed relative to the center of the track. Negative values will put the object on the left side of the track, and positive values will appear on the right. |
track-sound | kuid | tracksound { | tracksound | The kuid of the tracksound object to be used. |
tracksound { | container | config.txt | tracksound | A sound asset that is referenced by track or bogeys to play a different sound from the default track/train sound (for example when a train travels over a bridge or through a tunnel). |
TAG OR CONTAINER | DATA TYPE | PARENT CONTAINER | APPLIES TO | DESCRIPTION |
trainbrakepipe | . | flowsize { | engine | Flowsize for the brake pipe. |
trainbrakepipe | . | volume { | engine | Volume for the brake pipe. |
trainbrakepipe_reservoir | . | flowsize { | engine | Flowsize for the brake pipe reservoir. |
trainbrakepipe_start | . | pressure { | engine | Brake cylinder pressure on loading the game. |
trainbrakepipevent | . | flowsize { | engine | Flowsize for the brake pipe vent. |
trainz-build | build code | config.txt | general | The Trainz build is the version number for which this asset was created. |
trigger | boolean | config.txt | trackside | Specifies that the object is a trigger. |
trigger | string | //soundscript-ID {// | mesh object | A trigger may be used in an event file evt) associated with an animation. It plays at selected key frames of animation as defined in the event file. Sound files may triggered in this manner, and from scripting. Used in the mojunction example (switch lever) the "toggle" action is automatically triggered when the lever is operated and the sound plays. |
turntable { | //mesh-table-ID {// | mesh-table { | turntable | Predefined submesh identifier |
turntable { | subcontainer | mesh-table { | mesh object | Predefined submesh identifier. |
two-part | boolean | config.txt | hornsound | Indicates that the Railyard and Driver hornsounds are different. The Driver hornsound is looping. If this tag is not present, the hornsound defauts to UTC equivalent non-looping format. |
type | string | config.txt | scenery | Specify a type for the model that will be used in the Surveyor menu drop down menu for Track or Object type. |
uncached_alphas | boolean | config.txt | splines | This is used in certain situations to improve alpha sorting. This should only be set to for tracks that use an alpha texture and are always placed flat. |
unit_mesh | folder | config.txt | splines | For mesh-reducing track, the filename of the long mesh, which must be placed in a subdirectory of the same name as the mesh. Only the file name is entered, not the directory name nor the file extension. For example, the full pathname and extension is "rockwall/rockwall.im". Enter only "rockwall" in the text input box. |
upright | boolean | config.txt | splines | Specifies whether the bridge "legs" point vertically, or perpendicular to the spline. |
useadjoiningtracktype | boolean | //attached-track-ID{// | scenery with track | Indicates whether the track type should change to match that of the first track joined to the object. |
use-gradient-track | boolean | config.txt | scenery | This means to use the spline gradient rather than following the ground height. |
use-parent-bounds | boolean | mesh-table { | mesh object | Specifies that the mesh should use the bounds of the parent object for visibility culling. Use with caution. |
username | string | config.txt | general | The human-readable English name of this asset. |
username-## | string | config.txt | general | The human-readable translated name of this asset. |
vacuumbrakecylinder | . | volume { | engine | Not currently used. |
vacuumbrakecylinder _start | . | pressure { | engine | Not currently used. |
vacuumbrakecylinder _vacuumbrakepipe | . | flowsize { | engine | Flowsize of the vacuum brake pipe cylinder. |
TAG OR CONTAINER | DATA TYPE | PARENT CONTAINER | APPLIES TO | DESCRIPTION |
vacuumbrakepipe | . | volume { | engine | Not currently used. |
vacuumbrakepipe | . | flowsize { | engine | Not currently used. |
vacuumbrakepipe _start | . | pressure { | engine | Not currently used. |
vacuumbrakepipe releasevent | . | flowsize { | engine | Flowsize of the vacuum brake pipe release vent. |
vacuumbrakepipevent | . | flowsize { | engine | Flowsize of the vacuum brake pipe. |
vacuumbrakereservoir | . | volume { | engine | Not currently used. |
vacuumbrakereservoir _start | . | pressure { | engine | Not currently used. |
vacuumbrakereservoir _vacuumbrakepipe | . | flowsize { | engine | Flowsize of the vacuum brake pipe reservoir. |
value-range | min,max time of day | //soundscript-ID {// | mesh object | 2 numbers, currently used only for day/night sound effects. Midnight is 0.5, midday = 0.0 or 1.0 Where the numbers are not the same, this sets the start and end times for the sound to play. Default 0,0 (off) |
vehicle | kuid | //consists-vehicle-ID {// | industry | The kuid of the vehicle to be used. |
velocity | float | smoke# { | smoke block | The initial speed of emitted smoke particles. Default is 1. |
vertices { | subcontainer | //attached-track-ID{// | scenery with track | Attachment points at which to place track. |
visible-on-minimap | boolean | config.txt | splines | Specifies whether the object\track is displayed on the minimap. |
volume | 0..1.00 | soundscript-ID { | mesh object | Gain of the sound Default 1.0 = 100% |
volume { | container | config.txt | engine | A container for the size of pipes and appliances for an engine. |
water | kuid | config.txt | map | Undocumented |
watercolor | rgb value | config.txt | region | RGB colour value of the water for the region. |
water-injector-rate | . | steam { | steam-engine | The water injection rate into the boiler in litres/second. |
wave-shift | . | //effects-ID {// | corona effect | Affects the flashing intensity pattren on the corona. |
weather | 0..7 | driver-settings { | activity | Weather setting. (clear, cloudy, drizzle, rain, stormy, light snow, medium snow, heavy snow) |
westinghouse-volume | . | steam { | steam-engine | The Westinghouse volume in litres. |
width | float metres | config.txt | splines | Width of track mesh in metres. |
width | integer | //thumbnails-ID {// | all | Image width |
workingscale | float | config.txt | map | Sets the working scale of the map. 0 = Real Scale, 1 = G Scale, 2 = 1/2 Scale, 3 = #1 Scale, 4 = O Scale, 5 = S Scale, 6 = OO Scale, 7 = HO Scale, 8 = TT Scale, 9 = N Scale, 10 = Z Scale |
workingunits | boolean | config.txt | map | Sets the working units of the map - 0 = metric, 1 = imperial |