TC1

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==Description==
 
 
Experience New York's Harlem Line, realistically represented in a 3D virtual world. Rule the rails with a fast express train or stop at stations and help to convey commuters along the route.  
 
Experience New York's Harlem Line, realistically represented in a 3D virtual world. Rule the rails with a fast express train or stop at stations and help to convey commuters along the route.  
  
Line 7: Line 6:
  
 
==Packaged Versions==
 
==Packaged Versions==
TC1 was packaged along with TC2 and TRS2006 in the United States by Merscom as "Trainz Railways"
+
TC1 was packaged along with TC2 and TRS2006 in the United States by Merscom as "Trainz Railways". It is also included with [[TS2009]] & [[TS2010]].
  
==New features from TRS2006==
+
==New Features since TRS2006==
A number of new functions have been introduced in TC relevant to content creators. The following list summarises the new features:
+
A number of new functions have been introduced in TC1 relevant to content creators. The following list summarises the new features:
 
===Removal of legacy content===
 
===Removal of legacy content===
 
Much of the legacy content from TRS2006 was removed in an effort to streamline the program.
 
Much of the legacy content from TRS2006 was removed in an effort to streamline the program.
 
===New Freeways feature supporting and including one way and multi-lane roads===
 
===New Freeways feature supporting and including one way and multi-lane roads===
There are two kinds that support the creation of freeway model, Kind Track and Bridge. The Kind track is used to specify a road freeway asset. For example, a two lane road mesh is used for the lanes of the freeway and tags in the config.txt file specify lane configuration.
+
There is one kind that support the creation of freeway model, [[KIND Track]]. The [[KIND Track]] is used to specify a road freeway asset. For example, a two lane road mesh is used for the lanes of the freeway and tags in the [[config.txt file]] specify lane configuration.
  
 
The example below is for a freeway with 2 lanes; both travelling in the same direction.  This would also be used for a one-way road.
 
The example below is for a freeway with 2 lanes; both travelling in the same direction.  This would also be used for a one-way road.
Line 35: Line 34:
 
  [[numlanes]] 2
 
  [[numlanes]] 2
  
For a freeway with multiple lanes flowing in both directions, a [[Kind bridge]] has to be used. This asset calls up a freeway road model by kuid to be used on the bridge.
+
For a freeway with multiple lanes flowing in both directions, a bridge track has to be used. This asset calls up a freeway road model by kuid to be used on the bridge.
  
The following example uses a [[Kind bridge]] to generate a four lane road (two lanes in each direction), calling up the two lane freeway asset in the previous example.
+
The following example uses a bridge track to generate a four lane road (two lanes in each direction), calling up the two lane freeway asset in the previous example.
  
 
  [[username]] “Road_Freeway_02”
 
  [[username]] “Road_Freeway_02”
Line 54: Line 53:
 
  [[trackdirections]] 0,1
 
  [[trackdirections]] 0,1
 
  [[height]] 0
 
  [[height]] 0
  [[rgb]] 255,200,0
+
  rgb 255,200,0
 
  [[istrack]] 0
 
  [[istrack]] 0
 
  [[isroad]] 1
 
  [[isroad]] 1
Line 68: Line 67:
 
The odd numbered light points flash together, alternating with the even numbered light points.
 
The odd numbered light points flash together, alternating with the even numbered light points.
  
The flashing rate can be changed in the traincar config.txt file by adding the [[flash-scale]] tag.
+
The flashing rate can be changed in the traincar [[config.txt file]] by adding the [[flash-scale]] tag.
  
 
Ditch lights are toggled in Driver using the ; key
 
Ditch lights are toggled in Driver using the ; key
Line 75: Line 74:
 
Locomotives can run with normal or dimmed lights (normal or low beam), use the Shift + L key in Driver.
 
Locomotives can run with normal or dimmed lights (normal or low beam), use the Shift + L key in Driver.
  
The intensity of the light may be varied by adding the [[low-beam-value]] tag to the traincar config.txt file.
+
The intensity of the light may be varied by adding the [[low-beam-value]] tag to the traincar [[config.txt file]].
  
 
===Remodelled roadway traffic featuring working head lights===
 
===Remodelled roadway traffic featuring working head lights===
Cars driving on roads can have operating head and tail lights. Use the nightmode tag in the config.txt file for a car and in the mesh table, include the default-night tag and night mesh file that you create for the vehicle.
+
Cars driving on roads can have operating head and tail lights. Use the nightmode tag in the [[config.txt file]] for a car and in the mesh table, include the default-night tag and night mesh file that you create for the vehicle.
  
The following tags show the entries in the config.txt file.
+
The following tags show the entries in the [[config.txt file]].
  
 
  [[nightmode]] "none"
 
  [[nightmode]] "none"
Line 101: Line 100:
 
===New sound functions for better representation of electric traction===
 
===New sound functions for better representation of electric traction===
  
New functions to better represent electric locomotive sounds have been implemented. The options are set in the config.txt file for the enginesound Kind.
+
New functions to better represent electric locomotive sounds have been implemented. The options are set in the [[config.txt file]] for the [[KIND Enginesound]].
  
 
For an electric locomotive, the sound may be considered a speeding up of one wave form, different from diesel or steam locomotives where different sound files are used in “steps”.
 
For an electric locomotive, the sound may be considered a speeding up of one wave form, different from diesel or steam locomotives where different sound files are used in “steps”.
  
The sound used is a single .wav file called engine_loop.wav and must be placed in the directory with the config.txt file. TC automatically loads the file of this name.
+
The sound used is a single .wav file called engine_loop.wav and must be placed in the directory with the [[config.txt file]]. Trainz automatically loads the file of this name.
  
 
In non-electric engines, the .wav file used is the base sound (the sound used at zero km per hour). With electric engines there should be no sound at zero speed, and the use of the isfading tag scales the volume, reducing the sound as the speed reduces to zero.
 
In non-electric engines, the .wav file used is the base sound (the sound used at zero km per hour). With electric engines there should be no sound at zero speed, and the use of the isfading tag scales the volume, reducing the sound as the speed reduces to zero.
  
 
Example:
 
Example:
  [[kind enginesound]]
+
  kind enginesound
 
  [[asset-filename]] "MN M7 enginesound"
 
  [[asset-filename]] "MN M7 enginesound"
 
  [[kuid]] <kuid:523:100052>
 
  [[kuid]] <kuid:523:100052>
 
  [[username]] "MN M7 enginesound"
 
  [[username]] "MN M7 enginesound"
  [[isspeed]] 4
+
  [[KIND_Enginesound#speedup|speedup]] 4
  [[isfading]] 1
+
  [[KIND_Enginesound#isfading|isfading]] 1
  [[isramping]] 0
+
  [[KIND_Enginesound#isramping|isramping]] 0
  
 
===New interior features===
 
===New interior features===
 
===Fonts===
 
===Fonts===
TC has added the ability to define the fonts to be used for the text, alternative to the default font.  See [[kuid name]] for more details.
+
TC1 added the ability to define the fonts to be used for the text, alternative to the default font.
 
===Surveyor - Height Control===
 
===Surveyor - Height Control===
Holding down the LMB while moving the mouse forward will now raise objects that are height adjustable in increments of 1.0 units. Conversely, moving the mouse backwards will lower the object in the same way. Holding the Ctrl key in conjuction with this move will adjust the objects height in increments of 0.1 units and holding the Shift key will change the height by units of 0.05.
+
Holding down the mouse button while moving the mouse forward will now raise objects that are height adjustable in increments of 1.0 units. Conversely, moving the mouse backwards will lower the object in the same way. Holding the Ctrl key in conjuction with this move will adjust the objects height in increments of 0.1 units and holding the Shift key will change the height by units of 0.05.
 
===Train controlled sounds, lights and boom gates at build-in road crossings===
 
===Train controlled sounds, lights and boom gates at build-in road crossings===
 
Add a level crossing road/rail junction from the Scenery Objects Tab in Surveyor, e.g. XING 1 US
 
Add a level crossing road/rail junction from the Scenery Objects Tab in Surveyor, e.g. XING 1 US
Line 147: Line 146:
  
 
===New scripting commands===
 
===New scripting commands===
This document does not cover scripting functions and coding in detail, but may refer to necessary scripts for correct functionality. Some of the new scripting functions that have been included in TC include:
+
This document does not cover scripting functions and coding in detail, but may refer to necessary scripts for correct functionality. Some of the new scripting functions that have been included in TC1 include:
  
 
'''setgoodfog, setbadfog'''
 
'''setgoodfog, setbadfog'''
Line 181: Line 180:
  
 
'''Station.gs'''
 
'''Station.gs'''
There is a new station script used in TC to load and unload passengers. The file is Station.gs, found in a number of the MN station assets in TC. This script operates two platforms. A second script, Station3track.gs will operate three platforms on one station. By comparing the script differences, modified scripts may be created to operate more than three platforms.
+
There is a new station script used in TC1 to load and unload passengers. The file is Station.gs, found in a number of the MN station assets in TC1. This script operates two platforms. A second script, Station3track.gs will operate three platforms on one station. By comparing the script differences, modified scripts may be created to operate more than three platforms.
  
 
The script makes the stopping points of trains more predictable and accurate, provided the following is used to set trigger points on the station tracks in 3dsmax or gmax.
 
The script makes the stopping points of trains more predictable and accurate, provided the following is used to set trigger points on the station tracks in 3dsmax or gmax.
Line 189: Line 188:
 
A track trigger point should be placed at each end of the platform, and another on the track near the centre of the platform length, for example a.trig1a, a.trig1d and a.trigmain.
 
A track trigger point should be placed at each end of the platform, and another on the track near the centre of the platform length, for example a.trig1a, a.trig1d and a.trigmain.
  
Trigger radii are defined in the config.txt file for the station, and 10 metres is suggested for these three trigger points.
+
Trigger radii are defined in the [[config.txt file]] for the station, and 10 metres is suggested for these three trigger points.
  
Additional trigger points need to be placed in between these three, so the trigger diameters touch along the full length of the track. Place the a.trig1b and a.trig1c points equidistant between the already placed points. Calculate a radius X or Y to suit and enter in the config.txt file for the station.
+
Additional trigger points need to be placed in between these three, so the trigger diameters touch along the full length of the track. Place the a.trig1b and a.trig1c points equidistant between the already placed points. Calculate a radius X or Y to suit and enter in the [[config.txt file]] for the station.
  
 
A maximum value for X or Y should be 75 metres for consistent operation. If larger, place additional intermediate trigger points with reduced radii.
 
A maximum value for X or Y should be 75 metres for consistent operation. If larger, place additional intermediate trigger points with reduced radii.
  
While track attachment points called up in the config.txt file can be used as triggers, it is often more convienient to specify separate trigger points in the 3dsmax/gmax mesh in order to have the trigger diameters touch - track attachment points, particularly for curved stations, are not always in the best locations required for trigger points.
+
While track attachment points called up in the [[config.txt file]] can be used as triggers, it is often more convienient to specify separate trigger points in the 3dsmax/gmax mesh in order to have the trigger diameters touch - track attachment points, particularly for curved stations, are not always in the best locations required for trigger points.
  
  
===CMP functions===
+
===Content Manager functions===
New functions of interest to Creators are included in the Miscellaneous screen of CMP.
+
New functions of interest to Creators are included in the Miscellaneous screen of [[Content Manager]].
 
+
'''Suppress Asset Warning in Trainz'''
+
  
 +
====Suppress Asset Warning in Trainz====
 
This allows you to disable the “Missing Asset Screen” displayed when launching a route.
 
This allows you to disable the “Missing Asset Screen” displayed when launching a route.
'''Suppress Asset Database Update at Startup'''
 
  
This allows you to disable the DLS update process every time you start CMP or return to it from Trainz. For creators this should speed up the process of creating content when you do not wish to keep checking with the Download Station updates.
+
====Suppress Asset Database Update at Startup====
Note this does not suppress the update of the local assets.tdx file when CMP is loaded.
+
This allows you to disable the DLS update process every time you start [[Content Manager]] or return to it from Trainz. For creators this should speed up the process of creating content when you do not wish to keep checking with the Download Station updates.
'''Built in Objects - Colour Display in Driver'''
+
Note this does not suppress the update of the local assets.tdx file when [[Content Manager]] is loaded.
 +
 
 +
====Built-in Objects - Color Display in Driver====
 +
Adding the line -showkuids to the ''Trainzclassicoptions.txt'' file will show the kuid number of any object selected in Surveyor, in the bottom right of the Surveyor screen. A built-in object will show the kuid in yellow and a custom objects will be shown in red.
  
Adding the line -showkuids to the [[Trainzclassicoptions.txt]] file will show the kuid number of any object selected in Surveyor, in the bottom right of the Surveyor screen. A built-in object will show the kuid in yellow and a custom objects will be shown in red.
+
====Automatic Commit====
 +
Modified and imported assets will be committed automatically when launching Trainz from within [[Content Manager]].
  
'''Automatic Committal'''
 
  
Modified and imported assets will be committed automatically when launching TC from within CMP.
+
[[Category:Trainz Versions]]

Latest revision as of 16:51, 25 April 2020

Experience New York's Harlem Line, realistically represented in a 3D virtual world. Rule the rails with a fast express train or stop at stations and help to convey commuters along the route.

Accurately representing 40 miles of the former NYC empire; the Trainz Classics Harlem Line project is a carefully researched and convincing railroad simulation experience.

The Harlem Line edition takes advantage features newly added to the ever evolving Trainz platform to realistically model Metro North's operations over the busy line.

Contents

[edit] Packaged Versions

TC1 was packaged along with TC2 and TRS2006 in the United States by Merscom as "Trainz Railways". It is also included with TS2009 & TS2010.

[edit] New Features since TRS2006

A number of new functions have been introduced in TC1 relevant to content creators. The following list summarises the new features:

[edit] Removal of legacy content

Much of the legacy content from TRS2006 was removed in an effort to streamline the program.

[edit] New Freeways feature supporting and including one way and multi-lane roads

There is one kind that support the creation of freeway model, KIND Track. The KIND Track is used to specify a road freeway asset. For example, a two lane road mesh is used for the lanes of the freeway and tags in the config.txt file specify lane configuration.

The example below is for a freeway with 2 lanes; both travelling in the same direction. This would also be used for a one-way road.

username “Road_Freeway_01”
grounded 0.4
region “Britain”
length 5
width 7.9
bendy 1
kind track
type "Roads"
uncached_alphas 1
carrate 25
asset-filename “road”
kuid <kuid:523:100082>
istrack 0
isroad 1
isfreeway 1
numlanes 2

For a freeway with multiple lanes flowing in both directions, a bridge track has to be used. This asset calls up a freeway road model by kuid to be used on the bridge.

The following example uses a bridge track to generate a four lane road (two lanes in each direction), calling up the two lane freeway asset in the previous example.

username “Road_Freeway_02”
grounded 0.4
region “Britain”
length 5
width 7.9
bendy 1
kind track
type "Roads"
uncached_alphas 1
carrate 25
asset-filename “road”
kuid <kuid:-22:1003>
trackoffsets -3.5,3.5
trackdirections 0,1
height 0
rgb 255,200,0
istrack 0
isroad 1
isfreeway 1
numlanes 4
bridgetrack <kuid:523:100082>

[edit] Flashing ditch-lights

Operating ditch lights now function for locomotives. The usual attachment point conventions apply for a point placed in the mesh in 3dsmax or gmax.

a.ditch0, a.ditch1 etc

The odd numbered light points flash together, alternating with the even numbered light points.

The flashing rate can be changed in the traincar config.txt file by adding the flash-scale tag.

Ditch lights are toggled in Driver using the ; key

[edit] Headlight dimmer system

Locomotives can run with normal or dimmed lights (normal or low beam), use the Shift + L key in Driver.

The intensity of the light may be varied by adding the low-beam-value tag to the traincar config.txt file.

[edit] Remodelled roadway traffic featuring working head lights

Cars driving on roads can have operating head and tail lights. Use the nightmode tag in the config.txt file for a car and in the mesh table, include the default-night tag and night mesh file that you create for the vehicle.

The following tags show the entries in the config.txt file.

nightmode "none"
mesh-table 
{
  default 
  {
    auto-create 1
    mesh “hilux_blue.im”
  }
  default-night 
  {
    mesh “night/gondwana_night.im”
    night-mesh-base “default”
  }
}

Specifically, the nightmode tag has been updated to support lights that are on for vehicles used as traffic, but off when not moving.

[edit] New sound functions for better representation of electric traction

New functions to better represent electric locomotive sounds have been implemented. The options are set in the config.txt file for the KIND Enginesound.

For an electric locomotive, the sound may be considered a speeding up of one wave form, different from diesel or steam locomotives where different sound files are used in “steps”.

The sound used is a single .wav file called engine_loop.wav and must be placed in the directory with the config.txt file. Trainz automatically loads the file of this name.

In non-electric engines, the .wav file used is the base sound (the sound used at zero km per hour). With electric engines there should be no sound at zero speed, and the use of the isfading tag scales the volume, reducing the sound as the speed reduces to zero.

Example:

kind enginesound
asset-filename "MN M7 enginesound"
kuid <kuid:523:100052>
username "MN M7 enginesound"
speedup 4
isfading 1
isramping 0

[edit] New interior features

[edit] Fonts

TC1 added the ability to define the fonts to be used for the text, alternative to the default font.

[edit] Surveyor - Height Control

Holding down the mouse button while moving the mouse forward will now raise objects that are height adjustable in increments of 1.0 units. Conversely, moving the mouse backwards will lower the object in the same way. Holding the Ctrl key in conjuction with this move will adjust the objects height in increments of 0.1 units and holding the Shift key will change the height by units of 0.05.

[edit] Train controlled sounds, lights and boom gates at build-in road crossings

Add a level crossing road/rail junction from the Scenery Objects Tab in Surveyor, e.g. XING 1 US

Use the Edit Properties dialogue in the Scenery panel to uniquely name the crossing, e.g. Hobotown

Add the crossing lights to both sides of the crossing and name those in accordance with the name given to the crossing,e.g. Hobotownsig1 and Hobotownsig2.

[edit] Flexible Cab Signalling system

Add the object “MN Trackside Cabsignal” from the Track Panel / Trackside Objects. This signal controls the states that will be shown by the in cab signalling and is only visible in Surveyor.

[edit] Computerised in-cab displays

The computerised M7 cab digitally displays various technical and safeworking data. It can also display the next station name. Add a trigger at the point along the track where you would like the next station name to light up in the cab. The naming convention is simple. If the next station is “Hobotown” then name the trigger as:

xxHobotown

The name will be displayed until the train passes another station-name trigger.

To blank the display add another trigger named xx_

[edit] Automatic Train Protection options

Add the “speed_rule” to a session using Surveyor’s “edit session” dialogue. This limits your train’s speed to within the limit as imposed by both the trackside speedboards and the cab signalling system.

[edit] Driver - Odometer Trip Meter Display

Add the “Display Custom HUD” rule to a session using Surveyor’s “edit session” dialogue. A new “Trip Meter” field will be added to the Custom Heads Up Display (HUD) which can be reset at anytime by pressing the T key on the keyboard.

[edit] New scripting commands

This document does not cover scripting functions and coding in detail, but may refer to necessary scripts for correct functionality. Some of the new scripting functions that have been included in TC1 include:

setgoodfog, setbadfog

To set the density of fog to be used - can use values larger than 1.

setdrawdistance

Sets the drawdistance for the ground and scenery items.

worldplaysound

This is a looping waveform to play a sound in a map.

World Day, World Night

Specifies a function may play during daytime or at night.

playvideo

This is a rule to play a video clip.

locomotive and cabin scripts

These have been developed for each individual locomotive and associated cab, for the in-built models. Each individual script may not use all the available new tags for cab displays.

Users would need to modify these scripts for other uses. Refer to included scripts for the M7, FL9 and P32 locomotives for information. Useful examples are:

  • signalinterior.gs
  • acmu.gs
  • fl9.gs
  • p32.gs
  • m7.gs

Station.gs There is a new station script used in TC1 to load and unload passengers. The file is Station.gs, found in a number of the MN station assets in TC1. This script operates two platforms. A second script, Station3track.gs will operate three platforms on one station. By comparing the script differences, modified scripts may be created to operate more than three platforms.

The script makes the stopping points of trains more predictable and accurate, provided the following is used to set trigger points on the station tracks in 3dsmax or gmax.

Trigger points in 3dsmax/gmax

A track trigger point should be placed at each end of the platform, and another on the track near the centre of the platform length, for example a.trig1a, a.trig1d and a.trigmain.

Trigger radii are defined in the config.txt file for the station, and 10 metres is suggested for these three trigger points.

Additional trigger points need to be placed in between these three, so the trigger diameters touch along the full length of the track. Place the a.trig1b and a.trig1c points equidistant between the already placed points. Calculate a radius X or Y to suit and enter in the config.txt file for the station.

A maximum value for X or Y should be 75 metres for consistent operation. If larger, place additional intermediate trigger points with reduced radii.

While track attachment points called up in the config.txt file can be used as triggers, it is often more convienient to specify separate trigger points in the 3dsmax/gmax mesh in order to have the trigger diameters touch - track attachment points, particularly for curved stations, are not always in the best locations required for trigger points.


[edit] Content Manager functions

New functions of interest to Creators are included in the Miscellaneous screen of Content Manager.

[edit] Suppress Asset Warning in Trainz

This allows you to disable the “Missing Asset Screen” displayed when launching a route.

[edit] Suppress Asset Database Update at Startup

This allows you to disable the DLS update process every time you start Content Manager or return to it from Trainz. For creators this should speed up the process of creating content when you do not wish to keep checking with the Download Station updates. Note this does not suppress the update of the local assets.tdx file when Content Manager is loaded.

[edit] Built-in Objects - Color Display in Driver

Adding the line -showkuids to the Trainzclassicoptions.txt file will show the kuid number of any object selected in Surveyor, in the bottom right of the Surveyor screen. A built-in object will show the kuid in yellow and a custom objects will be shown in red.

[edit] Automatic Commit

Modified and imported assets will be committed automatically when launching Trainz from within Content Manager.

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