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 | |||||
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 |
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kuid <KUID2:###:#####:0> kind scenery region Britain type Buildings light 1 nightmode home username kuid-table { } obsolete-table { } mesh-table |
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 |
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kuid <KUID2:###:#####:0>
light 1 description “ ” |
| 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 |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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 | |||||
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 |
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kuid <KUID:###:#####>
track <KUID:-1:100396> |
Config.TXT File Example for Scenery with Crossing |
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kuid <KUID2:###:#####:0> mesh-table
track <KUID:-1:100396> |
| 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 |
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 |
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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 |
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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
obsolete-table |
| 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. |