Product

kind product-category

OVERVIEW

Products are the commodities that TRS2004 compatible rolling stock and industry assets process. TRS2004 released products fall under one of four product-categories: Liquid Load, Bulk Load, Container or Passenger.

This document description is not only to give you the list of products and product categories, but to also give you a better understanding of how the products are used.

As product-categories are fundamentally different to products, so too are they dealt with differently. A rolling stock item may be able to pick up anything that falls under a product-category or be limited to one or a few products only.

For example, passenger cars can only take passengers, where-as a gondola may be set up to take any bulk load available.

IN-GAME VISUALIZATION OF PRODUCTS.

In TRS2004, products can be displayed a few ways:

  1. An animated load representation.
    This technique is used for bulk-category loads such as coal or woodchip products both in industry and rolling stock assets and for liquid loads through indicators adjacent to storage tanks. The animation is non-looping. Say we have an industry bulk load animation with the frames running from 0 to 30. Empty will be at frame 0 and full will be at frame Texture swapping is possible for some rolling stock bulk loading assets. Details of how to texture swapping is set up is available in the following downloadable file: http://www.auran.com/TRS2004/downloads/contentcreation/TRS2004_Load_Texture_Replacement.zip
  2. Mesh attachment representation.
    This technique is used for container-category loads such. 20ft and 40ft Containers, General Goods, Lumber and Logs all use this technique. If a piece of rolling stock has the potential to carry several product types (such as a flat car), it is possible to set up the loads to be mutually exclusive through it’s config.TXT file. That is if it has capacity of one load, it cannot load any other product types.
  3. ‘View details’ Driver information window display.
    This (of course) can be used for all rolling stock items, but specifically, it is the means to see the load of rolling stock that cannot otherwise visually display it’s load. Ie. Tank Cars and enclosed Box Cars.

    Box cars can be setup to take General Goods but without load attachments.
Note: Tank cars and tenders may use a separate animated ‘loader’ mesh to visualize the loading of liquids. This is set up through the industry asset’s script and the rolling stock item’s config.TXT file For script reference please refer to index.CHM found in \Trainz\scripts\docs directory.
 
Refer:  kind traincar for links to in-game examples, descriptions and source files of the various types of product compatible rolling stock.
 
TRS204 RELEASED PRODUCT-CATEGORY LIST
(kind product-category)

 

Container Category Config.TXT

Bulk Load Category Config.TXT
kind product-category
kuid <KUID:-3:10042>
username “Container”
kind product-category
kuid <KUID:-3:10040>
username “Bulk Load”
Passenger Category Config.TXT Liquid Load Category Config.TXT
kind product-category
kuid <KUID:-3:10091>
username “Passenger”
kind product-category
kuid <KUID:-3:10044>
username “Liquid Load”

kind product

TRS2004 RELEASED PRODUCT LIST
(kind product)
Product Category Container: Product Category Liquid Load:
<KUID:-3:10014> <KUID:-3:10045>
<KUID:-3:10041> <KUID:-3:10010>
<KUID:-3:10013> <KUID:-3:10011>
  • Log
<KUID:-3:10001> <KUID:-3:10012>
<KUID:-3:10003> <KUID:-3:10004>
Product Category Bulk Load: Product Category Passenger:

<KUID:44179:60013>

<KUID:-3:10060>

<KUID:-3:10002>

 

Bulk Load

Container

Liquid

Passenger

File location: ...\World\Custom\Scenarios\
Note: We have placed Products and Product-Category files in the ‘scenarios’ directory. (This location is not mandatory though).

Typical Directory Structure for custom Product Bulk Load -- Hopper Style should be:

World
Custom
Scenarios
Product_Bulk_Load
bulk_load.TXT
bulk_load.texture.TXT
bulk_load_.TGA
bulk_load_icon.TGA
config.TXT

 

Config.TXT File Example for an Product Bulk Load - Coal

kind product
kuid <KUID:44179:60013>
username "Coal"

product-category <KUID:-3:10040>
product-texture
"coal.texture"
instance-type resource
Primary=coal_icon.TGA
Alpha=coal_icon.TGA
Tile=none
icon-texture "icon_texture.texture" <-----
mass 0.860

mesh-table
{
}

 

Config.TXT File Example for an Product Bulk Load - Wood Chips

kind product
kuid <KUID:-3:10002>
username "Wood Chips"

product-category <KUID:-3:10040>
product-texture "woodchips.texture"
instance-type resource
Primary=woodchips_icon.TGA
Alpha=woodchips_icon.TGA
Tile=none
icon-texture "icon_texture.texture" <-----
mass 0.400

mesh-table
{
}

Typical Directory Structure for custom Product Container should be:

World
Custom
Scenarios
Product_Container
config.TXT
container_company.IM
container_company.TGA
container_company.tecture.TXT
container_company1.IM
container_company1.TGA
container_company1.tecture.TXT
container_company2.IM
container_company2.TGA
container_company2.tecture.TXT
container_company3.IM
container_company3.TGA
container_company3.tecture.TXT
container_company4.IM
container_company4.TGA
container_company4.tecture.TXT
containers.TGA
icon_texture.texture.TXT

 

Container 20 ft Mesh Dimensions

Length 6.10m
Width 2.44m
Height 3.05m

 

Container 40 ft Mesh Dimensions

Length 12.20m
Width 2.44m
Height 3.05m

 

Config.TXT File Example for an Product Container 20ft

kuid <KUID:-3:10014>
kind product
username “Container 20ft”
product-category <KUID:-3:10042>
instance-type instance
Primary=container20ft.TGA
Alpha=container20ft.TGA
Tile=none
icon-texture "icon_texture.texture" <-----
mass 11000
mesh-table
{
   default
   {
      mesh 20ft_container.IM
      auto-create 1
   }
   20ft_Pil
   {
      mesh 20ft_pil.IM
      auto-create 1
   }
   20ft_Capital
   {
      mesh 20ft_capital.IM
      auto-create 1
   }
   20ft_Matsui
   {
      mesh 20ft_matsui.IM
      auto-create 1
   }
   20ft_Gen1
   {
      mesh 20ft_gen1.IM
      auto-create 1
   }
}
allows-mixing 1

 

Config.TXT File Example for an Product Container 40ft

kuid <KUID:-3:10041>
kind product
username “Container 40ft”
product-category <KUID:-3:10042>
instance-type instance
Primary=container40ft.TGA
Alpha=container40ft.TGA
Tile=none
icon-texture "icon_texture.texture" <-----
mass 22000
mesh-table
{
   default
   {
      mesh 40ft_container.IM
      auto-create 1
   }
   Pils
   {
      mesh 40ft_pils.IM
      auto-create 1
   }
   Capital
   {
      mesh 40ft_capital.IM
      auto-create 1
   }
   Matsui
   {
      mesh 20ft_matsui.IM
      auto-create 1
   }
   Blue
   {
      mesh 40ft_blue.IM
      auto-create 1
   }
}
allows-mixing 1

Typical Directory Structure for custom Product Container - General should be:

 

World
Custom
Scenarios
Product_Container_General
config.TXT
general.IM
general.TGA
general.tecture.TXT
general2.IM
general2.TGA
general2.tecture.TXT
general3.IM
general3.TGA
general3.tecture.TXT
general4.IM
general4.TGA
general4.tecture.TXT
general5.IM
general5.TGA
general5.tecture.TXT
general6.IM
general6.TGA
general6.tecture.TXT
general7.IM
general7.TGA
general7.tecture.TXT
generalgoods.TGA
icon_texture.texture.TXT

 

Container General Goods Mesh Dimensions

Length 1.6m
Width 1.6m
Height 2.8m

 

Config.TXT File Example for an Product Container General Goods

kind product
kuid <KUID:-3:10013>
username “General Goods”
product-category <KUID:-3:10042>
instance-type instance
Primary=generalgoods.TGA
Alpha=generalgoods.TGA
Tile=none
icon-texture "icon_texture.texture" <-----
mass 1400
mesh-table
{
   default
   {
      mesh crate.IM
      auto-create 1
   }
   crate2
   {
      mesh crate2.IM
      auto-create 1
   }
   crate3
   {
      mesh crate3.IM
      auto-create 1
   }
   crate4
   {
      mesh crate4.IM
      auto-create 1
   }
   crate5
   {
      mesh crate5.IM
      auto-create 1
   }
   crate6
   {
      mesh crate6.IM
      auto-create 1
    }
   crate7
   {
      mesh crate7.IM
      auto-create 1
   }
}
allows-mixing 1

Typical Directory Structure for custom Product Container - Specific should be:

 

World
Custom
Scenarios
Product_Container_General
config.TXT
icon_texture.texture.TXT
lumber.TGA
lumberstack.IM
plank.texture.TXT
plank.TGA

 

Container Log Mesh Dimensions

Length 6.0m
Diameter 1.2m

Container Lumber Mesh Dimensions

Length 6.10m
Width 2.13m
Height 1.52m

 

Config.TXT File Example for an Product Container Lumber

kind product
kuid <KUID:-3:10003>
username “Lumber”
product-category <KUID:-3:10042>
instance-type resource
Primary=lumber.TGA
Alpha=lumber.TGA
Tile=none
icon-texture "icon_texture.texture" <-----
mass 8000
mesh-table
{
   default
   {
      mesh lumberstack.IM
      auto-create 1
   }
}
allows-mixing 1

 

Typical Directory Structure for custom Product Liquid should be:

World
Custom
Scenarios
Product_Liquid
config.TXT
icon_texture.texture.TXT
liquid.TGA

 

Config.TXT File Example for an Product Liquid -- Crude

kuid <KUID:-3:10010>
kind
product
username "Crude"
product-category <KUID:-3:10044>
instance-type resource
Primary=crude.TGA
Alpha=crude.TGA
Tile=none
icon-texture "icon_texture.texture" <-----
mass 0.900
mesh-table
{
}

 

Config.TXT File Example for an Product Liquid -- Fuel Aviation

kuid <KUID:-3:10045>
kind
product
username "Aviation Fuel"
product-category <KUID:-3:10044>
instance-type resource
Primary=avgas.TGA
Alpha=avgas.TGA
Tile=none
icon-texture "icon_texture.texture" <-----
mass 0.800
mesh-table
{
}

 

Config.TXT File Example for an Product Liquid -- Fuel Diesel

kuid <KUID:-3:10011>
kind
product
username "Diesel Fuel"
product-category <KUID:-3:10044>
instance-type resource
Primary=diesel.TGA
Alpha=diesel.TGA
Tile=none
icon-texture "icon_texture.texture" <-----
mass 0.830
mesh-table
{
}

 

Config.TXT File Example for an Product Liquid -- Fuel Petrol

kuid <KUID:-3:10012>
kind
product
username "Petrol Fuel"
product-category <KUID:-3:10044>
instance-type resource
Primary=petrol.TGA
Alpha=petrol.TGA
Tile=none
icon-texture "icon_texture.texture" <-----
mass 0.700
mesh-table
{
}

 

Config.TXT File Example for an Product Liquid -- Water

kuid <KUID:-3:10004>
kind
product
username "Water"
product-category <KUID:-3:10044>
instance-type resource
Primary=water.TGA
Alpha=water.TGA
Tile=none
icon-texture "icon_texture.texture" <-----
mass 1.000
mesh-table
{
}

 

Product Passenger

Passenger Product is unique as it is controlled very differently than other products. All passenger animations, meshes and texture files are located within the passenger directory. There was simply too many to list in this doc.

 

Config.TXT File Example for an Product Passenger

kuid <KUID:-3:10060>
kind product
name “Passenger”
product-category <KUID:-3:10091>
instance-type instance
Primary=passengers.TGA
Alpha=passengers.TGA
Tile=none
icon-texture “icon_texture.texture” <-----
mass 65
mesh-table
{
   Male-Suit
   {
      mesh MaleSuit.IM
      effects
      {
         walk
         {
            kind animation
            anim MaleSuit_walk.KIN
            looped 1
         }
         pissedoff
        {
            kind animation
            anim MaleSuit_pissedoff.KIN
         }
         lookatwatch
         {
            kind animation
            anim MaleSuit_lookatwatch.KIN
         }
         lookdownline
         {
            kind animation
            anim MaleSuit_lookdownline.KIN
         }
         shuffle
         {
            kind animation
            anim MaleSuit_shuffle.KIN
         }
         sitdown
         {
            kind animation
            anim MaleSuit_sitdown.KIN
         }
         sitdownloop1
         {
            kind animation
            anim MaleSuit_sitdownloop1.KIN
         }
         sitdownloop2
         {
            kind animation
            anim MaleSuit_sitdownloop2.KIN
         }
         standup
         {
            kind animation
            anim MaleSuit_standup.KIN
         }
         standloop1
         {
            kind animation
            anim MaleSuit_standloop1.KIN
            looped 1
         }
         standloop2
         {
            kind animation
            anim MaleSuit_standloop2.KIN
            looped 1
         }
      }
   }
   FemaleLongDress
   {
      mesh FemaleLongDress.IM
      effects
      {
         walk
         {
            kind animation
            anim FemaleLongDress_walk.KIN
            looped 1
         }
         lookatwatch
         {
Etc.
Repeat all of above for the following . . . .

FemaleLongDressFat
FemalemumBaby
Female_Pants
FemaleShortDress
FemaleSuit
KidFemale
KidMale
MaleFat
MaleShirt
MaleShorts

 

TAGS DESCRIPTIONS
kind  product New kind type in TRS2004
product-category kuid of applicable category for this product
instance-type resource

Used when there is no mesh (or one only mesh) is referenced in the mesh table (E.g. Liquids, Bulk loads, etc.).

instance Used when more than one mesh is in the mesh table. E.g.: Passengers, General Goods. 200 max. ‘size’ per Asset.
icon-texture

The in-game representation of the product when specifying the load type for a compatible rolling stock item (driver).

mass The physical mass of the product
  • For Containers and Passengers this is calculated in kilograms/unit
  • For Liquid and Bulk loads this is calculated in kilograms/litre
product-texture The texture to be used with load ‘texture-replacement’. Ie When a hopper loads woodchips instead of it’s default load of coal. Refer to Load_Texture_Replacement.PDF for details.
allows-mixing

 

 

0 By default, allows-mixing is set to 0. Therefore by default, a queue will only allow one product-category at a time.
1 Products with this tag may be combined in a single queue along with other products of the same category. E.g. Lumber and 20ft Container on a flatcar.
To look at allows-mixing from another angle, liquid products should never have allows-mixing enabled. Otherwise you have the potential to mix petrol with oil all within the same tanker, and I don’t think cars like 2-stoke fuel too much!

Content Creation Guide Table of Content

Paint Shed Guide

  .