Trainz/Hierarchy Of Assets

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Trainz Asset Maintenance and Creation

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Note to newcomers[edit]

The words Assets and Content are frequently used interchangeably on the the Trainz forums because they are the same except for context. In a strict technical (computer-science-defined) sense, an 'asset' needs a container to become 'content', and not just by a data type association (link or call), but one in which the dependent asset is incorporated because it is used by an independent asset, which itself is an asset (e.g. a Locomotive Bogey) placed in the container (a Locomotive digital model, a self-defining asset). An engine-sound would obviously belong to a KIND engine-spec.   The most important container to individuals is her local data base (Selected by using the 'The local content' filter (or tab) in ContentManager) which lists assets—initially just Routes and Sessions for us all; but then assets added to the code builds base data cabinets). Some items are optional. Some rolling stock parts only apply to powered rolling stock.

Asset Organization[edit]

Trainz assets all start as data in the same folder, usually when edited, the folder wiil be named after the username tag listed in the mandatory parts of the TrainzBaseSpec in a config.txt file—the central data self-defining INI file that sets up each asset. As one discovers when one begins fixing Faulty Content two key data elements define what else must be defined inside such config.txt ini files: category-class, which loosely defines certain enumerated types describing the way the content creator means for the asset to be used (e.g. various types of rolling stock, scenery, interactive trackside items like signals, etc.) and the KIND specification container specifying certain sub-elements as are necessary.

In Trainz, all such sub-element associations are not necessarily independent assets, but some are called containers (Meaning a sub-data type, a structure with particular properties and members—but which unlike a Kind can be used as a sub-element in a variety of Kinds in a parent child relationship) and which are included in various KIND Kinds and whose active effects (subsequent processing) are based on the tag category-class tag and the Kind specifying that child.

Driver Session or Scenario

Route, Map or Layout[edit]

The category-class tag is to Map, the manuals, Trainz menus and surveyor controls refer to 'Routes' and route building and route builder tools, while the Model railroading Hobbiest world refers to a Layout. In each case, it is meant the data set defining a virtual world which in Trainz starts with a single Base map board.

The following assets are attached to map assets:
Ground Textures
Buildings
Other structures such as windmills, lighthouses, etc
Electricity pylons
Vegetation
Roads
Road signs and signposts
Vehicles, Static Road types —somewhat confusing to the new comer, these are also sometimes classed as buildings or scenery assets.
Track —including tunnels and spline engineered (extendable) bridges.
Trackside Objects —includes a ton of general content: (signals, speedboards, gantry's, electrical panels etc.)
Industries (including passenger stations)
Products

Rolling Stock[edit]

Rolling Stock, such as Locomotives (engines), passenger cars (carriages), and freight cars (wagons) are placed on a map in the Surveyor editor module, but actually are attached in the related Trainz Session module, while being enumerated (listed in a reference table of kuid codes) in the map.

These asset types are component parts of rolling stock assets:
Bogies (US English: Trucks)
Enginespec
Enginesound
Hornsound
Interior
Pantograph

HTML, media, and TrainzScript assets[edit]

Media assets in Trainz serve various functions.

Sounds —Sound file types are used to create background noises such the soft murmur of a brook, the raucous cawing of a crow, the sound of a distant church bell or a noisy bustling industrial area with jack hammers. They are essential aural scenery items, serving much the same function as a well designed three-dimensional scenery building (e.g. a Tree species, or fancy house). Many are attached and part of more dynamic objects and triggered solely when there is a specific action (The noise of a mechanical switch changing the position of junction points).
HTML Assets
Rules —rules are little applets fronting for a script asset used inside Driver Sessions. They provide 'software hooks' and enable the Session to communicate values with the gameplay software.
Driver Commands —are user modifiable rules that can be changed during driving Sessons or provided as AI Drivers task commands to be executed one at a time.
  • Allowed Driver Commands are controlled by the Driver Commands Rule, and that limits the optional choices to us humans in the drop down Driver Command menu when playing a session in Driver. This means if the session designer doesn't want you to navigate via a trackmark, or allow auto-coupling or decoupling, you have to modify the session in the session editor (auto-cloning the bundled route and session into your personal version) to access such a rule afterwards in the new modified session.
Scenarios supporting files
—Scenario support has been in all versions Trainz UTC to TS12 but has largely died a natural death from disuse of TrainzScript. It is not being supported in TANE.
Scenario TSO File —Scenario support file, the main program of a Trainz Scenario
Scenario GS or GSE File —Scenario support Trainz script files.
P train grey.png

The ..\libraries and various asset folders will continue using *.gs (open source) and *.gse (encrypted) files which are also used to create certain asset features and Rules, new Driver Commands, etc., all supporting Sessions.

References[edit]

Notes
citations