File location: ...\Trainz\World\Custom\Trains\
A ‘traincar’ is a rolling stock (freight car, passenger car or locomotive) asset. One of the main features of
TRS2004 is that traincars, (namely rolling stock), can now have the ability to transport commodities (products) and to interact with compatible industry assets.
As there are a range of products and product categories, each rolling stock type is set up differently to accommodate the load type both visual representation and through it’s
config.TXT file For this reason we have made available individual downloads for the various
rolling stock types on Page 36
Typical Directory Structure for a custom Traincar Engine type should be:
| World\ | ||||||
| Custom\ | ||||||
| Trains\ | ||||||
| Custom_Traincar\ | ||||||
| Custom_Traincar_Art\ | ||||||
| traincar_art_512.TGA (512x512 32-bit.TGA) | ||||||
| traincar_art_512.texture.TXT | ||||||
| traincar_icon_art.TGA (128x32 32-bit.TGA) | ||||||
| traincar_icon_art.texture.TXT | ||||||
| Custom_Traincar_Body\ | ||||||
| config.TXT | ||||||
| custom_traincar.IM | ||||||
| x.TGA (16-bit) | ||||||
| y.BMP (8-bit grayscale opacity map - if required) | ||||||
| env_metal.BMP (16-bit color environment/reflection map) | ||||||
| *.texture.TXT | ||||||
| digit_1.TGA (24-bit) | ||||||
| Custom_Traincar_Shadow\ | ||||||
| custom_traincar_shadow.IM | ||||||
| black.TGA | ||||||
| black.texture.TXT | ||||||
| Custom_Traincar_Alpha_Numbers\ | ||||||
| alphanumber_0.TGA (to alphanumber_9.TGA)(32-Bit) | ||||||
| Refer: Locomotive Numbering | ||||||
Config.TXT File Example for a Traincar -- Engine |
|
kuid <KUID:####:#####> kind traincar origin AU company Queensland Rail name Electric Loco engine 1 kuid-table obsolete-table mesh-table smoke_shade 0.3 description “ “ |
| TAGS | DESCRIPTIONS | ||
| origin | Country | ||
| company | Rolling stock owner | ||
| mass | Mass in kilograms | ||
| bogey | Bogey KUID number (default for a.bog0 and a.bog1) Refer: Bogey | ||
| bogey-1 | Bogey KUID number for a.bog1 (Used only if different to a.bog0) | ||
| bogey-r and bogey-1-r | Used instead of bogey and bogey-1. The bogey will have reversed orientation. Note: This will cause bogey animation to play in reverse |
||
| pantograph | Pantograph KUID number inserted at a.pant0, a.pant1, etc. Use this tag only when needed. Refer: Pantograph | ||
| interior | Cab KUID number of the required interior. Inserted at a.cabfront. Use this tag only when needed (e.g. Locomotive) Refer: Interior | ||
| engine | States traincar type | ||
| 0 | Car/Wagon | ||
|
1 |
Loco | ||
| fonts |
|
||
| 0 | = no fonts used | ||
| 1 |
= one font Digit textures (digit_1.TGA to digit_6.TGA) replaced automatically with alphanumber textures (alphanumber_0 to alphanumber_9) as numbers are changed via the Surveyor Trains tab - ‘Edit Properties’ icon (the ‘?’ icon). |
||
| 2 |
=two fonts Digit textures (digit_1a.TGA to digit_6a.TGA and digit_1b.TGA to digit_6b.TGA) replaced automatically with alphanumber textures (alphanumber_0a to alphanumber_9a and alphanumber_0b to alphanumber_9b)as numbers are changed via the Surveyor Trains tab - ‘Edit Properties’ icon (the ‘?’ icon). |
||
| running-numbers | The default numbers viewed before being changed in My Collection.
Generally Auran uses 4 variations of numbers (up to 6 digits each). Note: This tag not required if fonts 0 is used. |
||
| enginespec | Engine KUID number. This specifies the driver physics boundaries for the traincar. Located in ...\Trainz\Engines\ | ||
| WARNING: ALTERING ENGINESPECFIGURES MAY RESULT IN UNDESIRED EFFECTS IN PERFORMNACE AND BEHAVIOR OF YOUR TRAINS. (MAKE BACK-UP COPIES OF YOUR ENGINE CONFIG.TXT FILES!) | |||
| enginesound | Sound KUID number for a traincar. Custom sounds to be located in ...\Trainz\world\custom\enginesound\ Refer: Enginesound | ||
| hornsound | Hornsound KUID number for a traincar. Custom horn sounds to be located in ...\Trainz\world\custom\hornsound\ . Refer: Hornsound | ||
| smoke0 | Sets boundaries for smoke, steam, vapor and similar effects. Refer: Smoke Effects | ||
| description | Description of model for Railyard information | ||
| light_color | RGB headlight color. E.g. 255,255,255 | ||
| ditch_color | RGB ditch color. E.g. 255,255,255 | ||
TRS2004 supports dynamic locomotive numbering for custom content (using alpha-numbers). Otherwise known as ‘running numbers’..
Digits are modeled as 6 individual rectangular polygons offset from the face of the Loco body (about 5mm). Digit polygons must be texture mapped using the correct texture naming and alpha-number naming conventions as follows:
If one font type used:
Digit textures (digit_1.TGA to digit_6.TGA) are replaced automatically with alpha-number textures (alphanumber_0 to alphanumber_9).
If two or more font type used:
Digit textures (digit_1a.TGA to digit_6a.TGA and digit_1b.TGA to digit_6b.TGA, etc.) are replaced automatically with alpha-number textures (alphanumber_0a to alphanumber_9a and alphanumber_0b to alphanumber_9b).
Locomotive numbering in TRS2004 is edited in Surveyor: Trains panel (Train mode) - Edit Properties (the ‘?’ icon).
Refer to Source Files for configuration of Loco Numbering digit's
Config.TXT File Example for a Traincar -- Box Car |
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kuid 100085 kind traincar engine 0 bogey 100073 name PRR 40'Boxcar trainz-build 2.0 |
Config.TXT File Example for a Traincar -- Tank Car |
|
|
kuid <KUID:-3:10035> kind traincar engine 0 bogey 100080 origin TRS2004
{ 0 <KUID:-3:10010> 1 <KUID:-3:10045> 2 <KUID:-3:10011> 3 <KUID:-3:10012> } } } mesh-table { default { auto-create 1 mesh GATX_Oilco_Body/GATX_oilco_body.LM effects { pipe-attachment-left { kind attachment att a.loaderL } pipe-attachment-right { kind attachment att a.loaderR } } } shadow { mesh GATX_Oilco_Shadow/GATX_oilco_shadow.IM } } description " length: 37'4 width: 9'8 height: 13'9 truck wheelbase: 5'6 truck pivot centres: 27'2"
trainz-build 2.0 |
Config.TXT File Example for a Traincar -- Hopper Car |
||||
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kuid <KUID:44179:60006>
bogey 100063
name "Hopper"
script "Hopper"
soundscript
mesh-table
queues
smoke0
mode time color 0,0,0,250 rate 8 velocity 2 lifetime 2 minsize 1 maxsize 4 enabled 0 } smoke1 {
mode time color 0,0,0,250 rate 8 velocity 2 lifetime 2 minsize 1 maxsize 4 enabled 0 } smoke2 {
mode time color 0,0,0,250 rate 8 velocity 2 lifetime 2 minsize 1 maxsize 4 enabled 0 } smoke3 {
mode time color 0,0,0,250 rate 8 velocity 2 lifetime 2 minsize 1 maxsize 4 enabled 0 }
description
"
trainz-build 2.0 |
This is how Randall White [whitepass/58422] did the coal load animation for the 2-bay hopper. First GMax must be in meters and have the car done. I had a load and cut it into two meshes while it was at the top. Next, move the load to the bottom of the car so it fits then move the two loads to about -200 meters and link.
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Config.TXT File Example for a Traincar -- Flat Car |
|
kuid <KUID:-3:100878> kind traincar engine 0 bogey 100821 name Container Flat Car mesh-table
description
"
trainz-build 2.0 |