Scenery

File location: ...\Trainz\World\Custom\Scenery\

Scenery objects can vary greatly in size and appearance. It is recommended to keep the models as simple as is reasonable regarding texture and polygon usage.

Typical Directory Structure for custom Scenery should be:

World
Custom
Scenery
Custom_Scenery
config.TXT
custom_scenery.IM
x.TGA
y.BMP
*.tecture.TXT

Scenery with Animation

Typical Directory Structure for adding Animation to custom Scenery should be:

World
Custom
Scenery
Custom_Scenery_Animation
config.TXT
custom_scenery.IM
anim.KIN (animation exported from 3DS Max or GMax)
x.TGA
y.BMP
*.tecture.TXT

The following config.TXT file example shows how flexible the mesh table can be. Note: This asset has 2 animations. One as part of he default mesh, and another external mesh inserted into an attachment point within the default mesh (the radar).

Note: TRS2004 no longer need the UTC tag autoanimation 1 as all animations are now referenced through the mesh-table.

Config.TXT File Example for Scenery with Animation

kuid <KUID2:###:#####:0>
kind scenery
region Britain
type Buildings
light 1
nightmode home
username
kuid-table
{

}
obsolete-table
{

}

mesh-table
{
   default
   {
      mesh scenery_asset.IM
      anim anim.KIN
      auto-create 1
      animation-loop-speed 1
      effects
      {
         0
         {
            kind name
            fontsize 0.15
            fontcolor 30,30,30
            att a.name0
            name name
         }
         1
         {
            kind corona
            att a.coronawhite
            frequency 1
            directional 0
            texture-kuid <KUID:-3:10111>
         }
      }
   }
   default-night
   {
      mesh night.IM
      night-mesh-base default
   }
   radar
   {
      mesh Radar/radar.IM
      anim Radar/radar.KIN
      att a.radar
      att-parent default
      animation-loop-speed 1.0
   }
}
attached-track
{
   track_0
   {
      track <KUID:-1:15>
      vertices
      {
         0 a.track0a
         1 a.track0b
         2 a.track0c
         3 a.track0d
      }
   }
}
description “ ”
trainz-build 2.0
category-class FS
category-region-0 UK
category-era-0

 

Scenery with Night Lights

Objects just as buildings or signs can be made to appear to be have lights on at night. A model that contains only the lit areas of the object can be exported into a subdirectory.

Typical Directory Structure for adding Night Light effect to custom Scenery should be:

World
Custom
Scenery
Custom_Scenery
config.TXT
custom_scenery.IM
x.TGA
y.BMP
*.tecture.TXT
Custom_Scenery_night
custom_scenery_night.IM
x.TGA
y.BMP
*.tecture.TXT

 

Note: The TRS2004 night mesh (default-night) has also changed from UTC. It too is now referenced through the mesh-table.

 

Config.TXT File Example for Scenery with Lights

kuid <KUID2:###:#####:0>
kind scenery
region Britain
type Buildings
category-class FS
category-region-0 UK
category-era-0
username

light 1
nightmode home
kuid-table
{
}
obsolete-table
{
}
mesh-table

{
   default
   {
      mesh scenery_asset.IM
      anim anim.KIN
      auto-create 1
      animation-loop-speed 1
      effects
      {
         0
         {
            kind name
            fontsize 0.15
            fontcolor 30,30,30
            att a.name0
            name name
         }
         1
         {
            kind corona
            att a.coronawhite
            frequency 1
            directional 0
            texture-kuid <KUID:-3:10111>
         } 
      }
   }
   default-night
   {
      mesh night.IM
      night-mesh-base default
   }
   radar
   {
      mesh Radar/radar.IM
      anim Radar/radar.KIN
      att a.radar
      att-parent default
      animation-loop-speed 1.0
   }
}
attached-track
{
   track_0
   {
      track <KUID:-1:15>
      vertices
      {
         0 a.track0a
         1 a.track0b
         2 a.track0c
         3 a.track0d
      }
   }
}

description “ ”
trainz-build 2.0

 

TAGS DESCRIPTIONS
region surveyor region
type surveyor type
light sets lighting to be used for object to be ambient or directional
0 sets ambient lighting and object is light by general light value
1 sets directional light which is affected by the position of the sun
nightmode only add this tag if you reference a default-night mesh in the mesh-table.
  constant: lights are on day and night.
  home: switches on night effect at dusk and off sometime during the night.
  lamp: switches the night effect on from dusk to dawn.
night name of object to be shown for night effect, stored in subfolder.
attached-track optional (required for kind industry) - 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 and the Z axis must point ‘up’.
attached-trigger (required for kind industry) - a Trigger is a point along an attached track with a specified radius. When a compatible rolling stock item enters this radius it triggers a set of commands, controlled through its script.

A trigger is setup setup in an industries config.TXT.

queues (required for kind industry) - The queues field 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. Any load animations are set-up within the mesh-table.

All queues are linked through the industry asset’s script file.

processes (required for kind industry) - 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 processes are linked through the industry asset’s script file.

snapgrid n 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. See snapmode on how to enable grid snapping.

rotstep n Where n is a value in degrees. This lets you specify the step size of rotation angles for this object. Other example values are 1, 10, 20, 90, 180 etc. The default rotstep is 1.
snapmode to enable snapping of a scenery object to the snap grid.

Offset grid snapping will cause objects to be snapped to the grid but will also offset the object’s position by 1/2 the grid size – essentially positioning the object in between the normal grid lines.

See snapgrid on how to set the snap grid size from the default of 10 meters.

0 will disable grid snapping (default)
1 will enable grid snapping
2 will enable an offset grid snapping
rotate lets you disable rotation
0 to disable
1 to enable (default)
rotate-yz-range min, max - e.g. rotate-yz-range -90, 90

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.

rollstep n 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.
height-range min, max - e.g. height-range -10, 100 Where min and max are values in meters.

This allows you to specify the minimum and maximum height ranges for when adjusting the height of this object with the new “Adjust Height” tool in Surveyor’s ‘Object Tools’ panel. All scenery objects have a default min/max height range of 0 and 0. Ie They do not (by default) allow you to adjust the height.

Adding a height range is particularly useful for ships/buoys (placed on water) and for Station accessories.

autoanimation 1 = on, 0 = off (This tag not required if no animation is present)

 

Note: ANIMATION EVENT
Sounds events and generic events can be linked to an animation key-frame to give great control over sound and script timing for industry and scenery assets.

Scenery with Sounds

Typical Directory Structure for adding Sounds to custom Scenery should be:

World
Custom
Scenery
Custom_Scenery
config.TXT
custom_scenery.IM
x.TGA
y.BMP
*.tecture.TXT
sound.WAV

Special Scenery - Level Crossings

Typical Directory Structure for a Level Crossing should be:

World
Custom
Scenery
Custom_Level_Crossing
config.TXT
Custom_level_crossing
Custom_level_crossing.IM
anim.KIN (animation exported from 3DS Max or GMax)
x.TGA
y.BMP
*.tecture.TXT

Config.TXT File Example for Scenery with Crossing

kuid <KUID:###:#####>
kind mocrossing
region Australia
type Trackside

track <KUID:-1:100396>
road <KUID:-1:100409>
mode0 level_crossing_1track
kuid-table
{

    0 <KUID:###:#####>
    1 <KUID:###:#####>
}
obsolete-table
{
}

username ""
description ""
trainz-build 1.5
category-class TR
category-region-0 AU
category-era-0

 

Config.TXT File Example for Scenery with Crossing

kuid <KUID2:###:#####:0>
kind mocrossing
region Australia
type Trackside

mesh-table 
{ 
   default 
   { 
      mesh crossingname.IM 
      auto-create
   }
}
attached-track 
{ 
   track 
   { 
      track <KUID:-1:15> 
      vertices 
      { 
         0 a.track0a 
         1 a.track0b 
      } 
   } 
   road 
   { 
      track <KUID:-1:100409> 
      vertices 
      { 
         0 a.road0a 
         1 a.road0b 
      } 
   } 
}

track <KUID:-1:100396>
road <KUID:-1:100409>
kuid-table
{
   0
<KUID:###:#####>
    1 <KUID:###:#####>
}
obsolete-table
{
}

username ""
description ""
trainz-build 2.0
category-class TR
category-region-0 AU
category-era-0

 

 

TAGS DESCRIPTIONS
region surveyor region
type surveyor type
track Kuid for track to be used on crossing.
road Kuid for road to be used on crossing.
mode0

Name of the model for the crossing object, stored in subfolder of same name. Example refers to level_crossing_1track\ level_crossing_1track.IM

Special Scenery - Turntables

Typical Directory Structure for a Turntable should be:

World
custom
scenery
Custom_turntable
Config.TXT
Custom_turntable_pit
Custom_turntable_pit.IM
x.TGA
y.BMP
*.tecture.TXT
Custom_turntable_spinner
Custom_turntable_spinner.IM
x.TGA
y.BMP
*.tecture.TXT

This is a turntable object.

Config.TXT File Example for a Turntable

kuid <KUID:###:#####>
kind turntable
region Australia
type Trackside
light 1
mode0 oz_turntable2
mode1 oz_turntable2_spinner
angle 0,165,180,345
track <KUID:-1:100966>
snapmode 2
dighole 3,3
kuid-table
{

    0 <KUID:###:#####>
    1 <KUID:###:#####>
}
obsolete-table
{

}
username
""
description ""
trainz-build 1.5
category-class TR
category-region-0 AU
category-era-0

 

Config.TXT File Example for a Turntable

kuid <KUID2:###:#####:0>
kind turntable
region Australia
type Trackside
light 1
mode0 oz_turntable2
mode1 oz_turntable2_spinner
angle 0,165,180,345
track <KUID:-1:100966>
snapmode 2
dighole 3,3
kuid-table
{

    0 <KUID:###:#####>
    1 <KUID:###:#####>
}

mesh-table
{
   default
   {
      mesh
Turntablebase/turntablebase.IM
      auto-create
1
   }
   turntable
   {
      mesh
Platform/platform.IM
      auto-create
1
   }
}

obsolete-table
{

}
username
""
description ""
trainz-build 1.5
category-class TR
category-region-0 AU
category-era-0

 

 

TAGS DESCRIPTIONS
type surveyor type
region surveyor region
light sets lighting to be used for object to be ambient or directional. 0 sets ambient lighting and object is light by general light value, 1 sets directional light which is affected by the position of the sun.
mode0 the name of the main turntable object, model located in subfolder. Example refers to oz_turntable2 \ oz_turntable2.IM
mode1 name of the rotating turntable part, model located in subfolder. Example refers to oz_turntable2_spinner \ oz_turntable2_spinner.IM
angle specifies the angles at which the turntable stops.
track KUID for track to be attached to turntable.
snapmode specifies the alignment of the turntable to the surveyor grid. 1 = origin snaps to grid (use for removing even dighole values), 2 = origin snaps to the center of a grid square (use for odd dighole values)
dighole specifies the number of grid segments (length, width) to be removed from the surveyor grid to accommodate the turntable pit.

Content Creation Guide Table of Content

Paint Shed Guide