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Trainz Overview[edit]
• Gray region from the Northeast corner are recently added 'Trainz boards' (720m x 720 m) with some odd looking track segments seen on the picture's right side. These and other disconnected tracks were used to help set gradients in the slopes of the terrain, where 'E07743' are hand labeled altitude references (Elevation 0774.3 metres) in this mountainous fantasy model railroad.
• Light blue 'human names' are Trainz AI Drivers operating trains to a scripted command sequence.
• The modeler has established the altitude, gradients and colorized a small river and it's banks before adding higher terrain detailing and shaping.
• Various rectangular swatches show where the modeler copied base coloration and scrub forest areas from elsewhere on the model preparatory to finer detailing.
• Various place labels are on the map with the temporary terrain shaping labeling, including a train station and a 'spray painted' name of a planned town called Afton.
The region shown 5w x ~4h Trainz-boards (720m x 720m) represents 3600 x ~2880 meters, 1036.8 hectares, 10.368 sq-km, 4.003 sq-mi, and 2562 Acres of mountainous terrain.
A full Trainz release is an advanced 'industrial strength' railroading simulator with world modeling abilities, not just a computer game. It is designed to allow model railroading in 'V-scale', or Virtual-scale, meaning creates and allows a user to interact with a virtual reality, which is the computing technical term for creating and playing around in an alternative reality of your own or another's making. It was one of the first commercially released software packages that did so, and unlike the big budget Microsoft Train Simulator (MSTS), released the same year—and quite a few others—it is both relatively easy to model in, and still going strong as a series.
It is extensible in all versions and Trainz releases make up a family of backwards compatible products with new releases and upgrades steadily growing in capability and power. The software system gives you everything you need to build a VirtualModelRailroad far larger and far less expensively than the dedicated hobbyist who has slaved away devotedly to build an expensive Basement Railroad Empire. In Trainz you can unleash your own creative streak to make a prototype model railroad—model a real railroad down to amazing degrees of accuracy, including if you like, automated topography from the United States Geological Survey (USGS) agency or other government's agencies (Trainz is world wide, Trainzers come from everywhere) that host satellite measured height above ground (HOG) data that can be rendered into a Digital Enhanced Map (DEM data). Alternatively, you can unleash the wild beast creative in yourself and create a Fantasy or Fictional Railroad in any setting and type of terrain that you dream up and can justify to yourself. Many Trainzer operating in that mode create a Fictional History to provide a backstory for their creation.
Not just a Drive a Train game[edit]
Given that background, consider that most dedicated 'Trainzers' do not typically operate or drive Trainz in their ordinary everyday time spent in Trainz! Trainzers all drive now and then, and enjoy the heck out of that game aspect, but that is not the magic of the software to Trainzers most days 'playing' in Trainz. Most Trainzers, like the user group Yesterdayz Trainz who among others, maintain this Wikibook, spend more Trainz time building stuff—and get a lot of payback from anticipating how their time will show up as a 3D Virtual World (Route building) or in creating other 'assets' that are static or dynamic 3D models that will come to life and populate such routes or layouts. A lone creator doesn't get much satisfaction from a monopoly on an asset she built, so we generally share these goodies with others in the world wide Trainz Community by uploading them to the massive data base in the cloud at Auran.com known as the Download Station. Other community members can then share the joy of that new asset, and this is the true strength of any Trainz version—technology permitting, you can always access and add more free content.
Satisfactions[edit]
There is a lot of satisfaction to create something at all, much less something admired and complimented by others, so there are Trainzers who do little else but create 'professional grade' assets, and many a tyro with ambitions of acquiring such high-level skills who learn the Trainz ropes step-by-step and build up to that level, gaining satisfaction at every little victory. There are many more willing to help in acquiring that knowledge and that's what this Wikibook is all about. Members of the Trainz community have come together to share their knowledge and make a reference you can tap into any time you need to advance your knowledge of Trainz.
That means if you get joy from creation, that you never 'reach the end' and there are always more things to do, and even more to learn, for not only does the Trainz technology continue to change and improve, but you'll find there is always something more you can do on your own projects. Other users, skilled in the arcana of script computer languages continue to create those generalized assets which extend the flexible game capabilities even farther that the N3V programmers sometimes envision. Features can be requested, and when honored in a Service Pack or new Trainz Retail release, can then be exploited by such scripts or new graphical features. Since there is a world wide user community, and there is a free website many add content and new routes up to, you can expand and select from a lot of non-Payware—over 267,000 assets were available for the four year old technology in TRS2009-SP1 in May 2013!
Another strength of Trainz is a 3D asset can be imported from one (older) version to another; some times with only a little bother, mostly just by downloading it or cross loading it from an older Trainz release into a newer one. Many underlying parts of the technology haven't changed, so are very stable requiring no adjustments since Trainz 1.0! Hence many Trainzers, especially content creators operate more than one version of Trainz, for there is a unique asset technology level code that is part of the asset and the lower that 'Trainz-build' code, the more Trainzers with older versions can use it. Understand, many assets do not or cannot exploit new technology features, so creating them a a higher-than-necessary tech level makes them less useful to the community of Trainzers.
Trainz containers[edit]
- Main: containers
Your biggest container is your simulator's Content Manager data base. Your routes and sessions and any other assets you download, create or import are organized and saved therein. The next container is a route or layout, which accesses that data base and in the GUI software modules launched from the Trainz Main Menu's Surveyor, Railyard, and Driver bring the assets into a 3D virtual reality.
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The simplest of these is Railyard, where only rolling-stock-classed assets can be viewed as if walking around nearby, climbing on top of, or examined by browsing through the alphabetical menu, which allows as well a view of the assets description, some of which contain histories, specifications, and even which rail road companies used the transport vehicle.
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Different strokes[edit]
There was a '60s expression which fits Trainz well.. 'Different strokes for different folks!' Like in physical scale model railroading, different owners are interested in different aspects of railroading— some like creating realistic scenery, others modeling an actual real world railway (a prototype railroad), others the experience of driving, some designing the 'game play' aspect of Trainz, sessions for others to Drive and experience on a particular map or layout. Many like a bit of each in their turn.
In Trainz if you don't like a layout, a few mouse clicks puts you back in the menu to select a different one. If you don't like one from the version's base content, there are over 3,500 routes listed on the Download station. You don't have to face tearing down man-years worth of painstaking effort of that model railroad which has been king of the basement all these many years, nor do you have to spend years building it's virtual equivalent: Many Trainz routes began modeled on model railway layouts, and today many model railroad clubs Trainz in 'V-scale' as much as meet at the club house where they pay dues, etc.
Scale Model Railroading[edit]
The difference between V-scale and other 'standard' model railroading scales is vast. Perhaps the most popular is the H.O. scale train sets sold so often during the Christmas holiday season. Model Railroaders look with some disdain at the technology level of the undercarriages, meaning couplers, wheels (plastic) and trucks; so would immediately replace with steel wheels, better trucks and much better couplers. Such an upgrade can cost up to $5.00 a car. In Trainz, it takes a few minutes editing a configuration file 'config.txt', which is an initialization file common to all Trainz assets, and an whole consist of thirty coal hopper cars would be updated forevermore for five minutes of editing using a common text editor. If you want to run 90' to 120' passenger coaches, the least 'radius of curvature' you can put on a layout and not expect frequent derailments operating 'at speed' on a H.O. layout is 23-24 inches. To make a full 180° turn the inner track uses a full width of a 4'x 8' plywood panel. that means a H.O. model railroad takes a lot of space.
A Trainz route needs a reasonably good computer and can display and run a route that is well into the hundreds of miles. Many of these routes now are created using Digital elevation model (DEM) technologies, accurately positioning real railroad trackage in V-scale.
What you skip with Trainz[edit]
Furthermore, a major feature of Trainz is that it replaces all the messes, wiring, sweat, tears, track laying and hammered fingers, torn/ruined clothing, physical insults to oneself such as nicks, cuts and scraped fingers—not to mention the several thousands of dollars— necessary to build a modest model railroad of your dreams in all too little space (most HO railroad projects need a large room to affect a small railroad)—Trainz programs give one all that without messy paints, plaster of Paris over a wood and chicken wire frame in a virtual space that can extends tens of miles in a given Route (railroad), and you don't have to give up the spare room, crowd up the basement, nor squeeze into the attic to create just a shortline model for a few miles of track in a repetitive quasi-circular motif.
The world is filled with learning curves[edit]
Like a new comer in the model railroading world, there are learning curves to surmount, not the least for example, the fact the simulator really models the physics of an actual train, it's responses and load effects in what is called CAB (in the Cab) mode. Or there is the option of DCC, which is much like the model railroad electrical controls, dial and all, with hot keys for switching and similar 'arcade game' play options. Learners start there, then learn to tame the CAB mode. Both are fun, and have their uses.
A bit on the legacy[edit]
The current release of Trainz is Trainz 2012 (TS2012) which still only requires 32 bit computer architecture but does need more advanced video cards. Trains 2004/2006 run fine on even laptops of their era and look quite stunning on newer more modern high definition monitor technologies. 1.3Trainz 1.x Trainz 1.3Trainz 1.x was released in 2001, and looks, feels and operates in Driver much like it's successors, only with less capable graphics, far less available built-in content. TRS2004 was a major step forward introducing Sessions, interactive industries, and utilities for uploading and downloading content to the Download Station; initially full of bugs after the release of four service packs the version gradually took on iconic status, became a 'best seller' and many Trainzer both still run it and saw no reason to upgrade beyond it.
In 2005 Auran begat TRS2006 with much the same graphics engine and a huge base data cabinet of ready to use assets, but the release improved upon Trainz 2004's gameplay very little but advanced instead by fixing data management issues by introducing the Content Manager Plus. Auran then sat on their laurels involving itself instead in developing a massive MMORPG, Fury which bombed. Thereafter, each Trainz release was one of the many code stable Trainz 2006 variants (and there were a lot), exploiting regional pride with partnerships providing custom content opening up many new non_English-speaking markets and the capstone of that flurry of series Trainz Classics were iteratively better looking, smoother operating and used better technologies.
The TRS's graphics engine and technology found it's way into a flurry of other non-railroad modeling and several major road companies (i.e. Real Railroad Operating companies) were interested in adapting the simulator for training staff; ultimately a mis-guided bad fit for the software, and one which slowed new releases, and in the end effectively killed Auran which had used the cash stream from the steadily growing Trainz franchise to invest heavily on this speculative direction, Fury, and several other products which didn't return anything but business liabilities. Auran was legally reorganized when is sought bankruptcy protection from creditors and sought other investors.
After a while Auran became N3V Games and returning to it's strength eventually produced the Trainz 2009, the World Builder Edition and the name is eponymous, the improvements in TRS2009 greatly improved route building ease, content selection and save lots of a user's time when operating Surveyor. TC 1,2, and TC3 and TS2009, look a bit different, somewhat spiffier with a new skin and semi-transparent drop down menus versus that look-see-and aspect of the preceding main releases, but the operating feel is the same, and the tools have only gotten better version to version. If you don't yet own a Trainz or unsure of your hardware's capabilities, TS2009 is available still for download at Auran.com and various web site vendors like Amazon.com. It runs fine on a 2003 era 2Ghz Pentium 4 and updated video card, as well as a 7 year old business laptop (both have 2 Gbytes RAM memory); and neither were ever 'gamer' machines.
TS2010 and TS2012 have more taxing graphical and computer performance requirements, but may run still run fine on younger generation laptops. One stable staple of the company philosophy is keeping the graphical engine a few years behind leading edge technology, allowing today's Trainz release to run on yesterdays advanced graphics, which of course gradually permeate into a staple computer ability. This means a new Trainz version runs on just about anything from several years ago, creating a broad base of platforms serving the needs of it's million plus registered Trainz users. (Many of those have multiple versions, or the whole collection. Visit the website and see some posts; the users have 'Stations' shown in a track diagram indication registered versions. Want a question answered, ask a Trainz veteran.)
Where versions converge and diverge[edit]
Beginning with the Trainz 2004 (TRS2004) release and the much improved database facilities of the TRS2006 releases, there are three main operating modes or modules and several auxiliaries accessed via a common Launcher program: A database manager (formerly and initially long called CMP or Content Manager Plus which debuted as TRS2006's most significant improvement to users with respect to time, and which also incorporated the formerly separate uploading and downloading content run time programs—separate .EXE files launched independently—to upload and download from the DLS or Download Station server and website. TRS2006.exe is a typical launcher program, or front-end menu. Except for a few set up options adjustments and linking various parts of Trainz and the web site, it is small and does just that, connect things to make them simple. It or the equally eponymous TRS2004, TRS2009,.., TRS2012 are usually also the install folder name, so serve as a shorthand identifying the base release.
CMP was a big step forward, for it included the ability to set certain selection criteria (region+building+era or industry+build+maker, and many other combinations) called filters, and look at them both in installed content but also in what was available on the DLS for the same criteria —CMP has lost it's plus, and is now just called 'CM' in newer releases; the CM or database manager will automatically list and download content from the Auran database, inform you that an upgrade exists, and download your shopping cart of free goodies when you ask it.. allowing even more extensibility of your created worlds).
The DLS and free user created (shared freeware under version control) content is one of the nicest features of Trainz, and by shopping the website or by DLS filters it is where you can access parts (assets) and download new (free or for pay) content/extensions/assets, the world building/editing Gui environment tool called Surveyor, and the Driver module where one enters play mode and interacts with the virtual worlds created in Surveyor. Surveyor can also use that same set of filters, allowing you to narrow down and exclude (Indian+Japanese+Austrailian+USA+German railway assets on a Irish Railway. Or selectively include as you like. Trainz is all about home cooking to suit yourself.
There are also two auxiliary GUI database modes called Railyard and Paintshed; the first allows one to browse rolling stock; the second to modify paint schemes and adapt it to a local color scheme (Livery in Railroad speak). CM/CMP has thumbnail images so the full screen Railyard is useful for choosing period or line specific assets for a Driver Session; the asset which merges the Session's asset (scenario) tasks, rolling stock, Interactive Industries and you into a virtual railroad on a particular Route you or someone else created or modified in Surveyor. 'Tasking' is what the Model Railroad clubs do with one another worldwide—usually in timed contests, puzzle tests to use the least number of switching operations or junction changes or with co-operative sharing of rolling stock across parts of a layout (switching consists or engineers at the border, so to speak). Operation of such a physical model railroad and Auran's Driver Module are the real world and virtual world equivalents.
List of Trainz activities[edit]
Here is a list of things one can do in Trainz, but it is inevitably incomplete.
- Learn how to drive a train
- There are two driving modes, DCC (Digital Command Control which is simpler based on model railroad electrical systems and CAB mode (Cabin mode) which is considerably more challenging and realistic, placing you in charge of modeled real world train cab controls.
- In each, one's Viewpoint can be outside the train (External mode) which can be focused and located as if attached on any of the trains cars (usually 'begins' on the Locomotive driven, but can center on any car in the consist), from an exterior fixed camera position one adds in Surveyor (Tracking camera/mode), inside the train CAB (giving the mode its name 'Cab mode' but also sometimes selectable inside some passenger vehicles), or Free Roaming, which allows one to use the mouse to fly down the virtual world ahead or behind the train and see signals, switches (turn outs, junctions, switches or points are all equivalent in railroad-speak) and generally see anything in the virtual world of your route. Each viewing mode but the fixed tracking camera allows the user to pan and change angles, rotate in all three dimensions and look around. They also zoom in or out using the mouse wheel and or cursor arrow keys on the keyboard. Both driving modes also have a set of operator hot keys allowing one to not use the mouse pointer drag method if desired.
- DCC emulates the forgiving and speedier reaction physics of driving a model railroad, in many respects but a big consist still takes a while to slow or speed up. The mouse tip turns a dial and your engine responds quite a bit quicker than a train would in a real world. Alternatively, one can use hotkeys centered about the classic gaming control practice centered about the S key to control the loco. In practice, one uses both. The mass of the train is not neglected, and you still can't start on a dime, but speed changes and stops occur far faster and so driving a task is much easier (and/or safer).
- CAB mode puts you in the virtual cab where you control the train using analogs of real modeled controls used by real world engineers. The mouse cursor point moves levers, turns valves to replenish boiler water, pushes buttons, tugs the horn cable and so forth, then the control takes effect. In short, like driving a real world vehicle, there are delays, sometimes appreciable delays that compound in the modeling of long trains with long consists of rail-cars depending upon air brakes and pressure changes through a lengthy system of hoses and pipes to effectuate actual braking, or brake releases. A 3500 ton train has a lot of momentum and takes some thinking ahead to drive safely. This can be fun and challenging, particularly when one needs to complete a picky task without running off the end of a siding when parking that particular car at an industry loading dock with little room to spare! Many coupling and decoupling sessions will also take off points for overenthusiastic coupling speeds. Coupling too fast will also virtually break consist couplers, leaving you to replay the mission (and hopefully learn from your mistake).
- Give trains commands
- These are scripts hidden as debugged graphical icons which you can set up in a list (queue) in Surveyor so AI Drivers (Artificial intelligence assistants) will follow and obey automatically. Conversely, in Driver, they can be dragged and dropped on the fly into a similar command queue, which allows you to dynamically change the instruction set for that particular AI Driver.
- These include visiting industries and loading or unloading at them, stopping at train stations, following schedules, and so forth. These can be event triggered creating traffic you have to work around, or just add flavor while they go past where you are working. The system also contains portals, which are off the layout but provide simulated far off destinations and train sources that traverse your layout under similar programming one sets up in a session using surveyor for the particular train and its AI Driver. Time controls then generate the new train and Driver on your route which enters from the portal. Commands even span entering one portal (leaving your route) and returning from the same asset or from another portal. These can also be set up to empty a loaded train or load an empty train then return it.
- More dynamically, iPortals allow co-operative train sharing between on-line players connected by Trainz chat similar to the way a Model Railroading Club set up in a hobby show will turn control over to another operator on the next part of the interconnected model railroad tables (Track alignment and spacing in such groups is possible because the clubs have developed a standard.) Iportals are far more flexible, requiring no alignments and can be in the middle of a much larger layout.
- Explore the built-in Routes (layouts) which come with the program
- These are changeable and extensible and yet will remain unchanged! Auran's Trainz disallows overwriting alterations of the canned content, but will happily clone such assets and allow you to create and fiddle from that copy at will. Most have associated Driver Session assets that will allow you to play before you put on your virtual carpenters apron. But jump right in. You can't hurt anything, but if you change it and overwrite a copy, there's no backup. You have to make that yourself by changing the name when saving. When launching, the simulator automatically indexes you to the last thing you accessed.
- This is the easiest way to gain some fun experience with the many tools in the Surveyor GUI, go ahead and change a fields' appearance, 'paint' a different texture on that cliff, lay some new track, extend the world off the edge by adding a new baseboard (720x720 meters), add that industry or tree or grove, program that train station or add another five or ten trains or consists (groups of cars, assemblies). Once you change it, it's your own private world until you choose to share it.
- Similarly, learning the art of creating bug proof Drivers command queues using the graphical script writing command system by modifying one of the tutorials in Surveyor is the best way to begin to learn and employ the extensive Driver Command system. (As I write this there are 14 AI Drivers systematically running as many locomotives to and from interactive industries on a watershed following route through mountainous terrain that is 25×16 baseboards (map squares) or 18.0×11.52 kilometers, that began exactly that way—as an adaptation of the Highland Valley Industries scenario used for the fifth tutorial, and which was bundled with all releases from the first through TRS2006. It uses only stock assets from TRS2004 and TRS2006, and is now in its fourth year, so you need not investigate on-line extensions at all to spend many a fun hour recreating and creating on Trainz.)
- Run the built-in Driver sessions and/or scenarios
- These include tutorials and challenges of various types. Many of these are based on Model Railroading Club practices, many of which have self-organized as prolific Trainz contributors providing much of the overwhelming wealth of free or for-pay content available to download. Need a new building type? Odds are there are ten or twelve out there modeled on real world structures put together by guys and gals experienced with model building in physical model railroads who have spread their enthusiasms and talents throughout the world community. Go ahead, boldly change that tutorial to run in a blinding rainstorm, steady snow, or at night. Surveyor gives you control of the world (virtually) to do as you will.
“ | Tip: One of the great features of TRS2006 is that you can save many different operations session setups with a given route. E.g. an early morning passenger run or a midnight freight haul. | ” |
- Create a layout
- The Surveyor module of Trainz makes the inevitably complicated process of making a layout as easy as possible. However, while a small simple layout can be made by anyone, creating a worthwhile layout will take a very considerable amount of time, effort and skill. Starting with a stock kernel is easier, so add another baseboard square or three dozen, use the editing tools to copy terrains or towns and build some skills using the editor as you learn the art of terrain shaping and the tougher art of painting.
- Download additional items of all kinds
- Additional items are available on Auran's (the program's publisher) web site or a large number of Trainz fan-sites. Much of this material is freeware but some is payware, requiring a payment per item or a subscription for a period of time. The quality of these additional items varies enormously but some are of the highest standard.
- Learn how to obtain assets
- Many assets are required by newly acquired layouts or Driver modules but which aren't readily provided from the same source. Most often, a little diligent web searching can locate a source. It can be very frustrating when that fails, but an appeal on the website chats will likely find willing help that will email the asset to you, including older asset versions which have not been updated or vice versa; many times a party will adapt things into the newer flavor after a major release. Website chats and fan-sites are active and useful places.
- Run downloaded Driver sessions and/or scenarios
- These have their own special challenges and enjoyments.
- Learn how to correct errors in downloaded assets
- Since most additional items are created by Trainz owners with varying skill levels, they sometimes need to be mended before they will work. This is particularly true of older assets imported into newer versions or vice versa.
- Some new constructs use features not found in older releases, as the system continues to evolve capabilities and features.
- Other times older assets use a data element that has been found to be relatively useless, so has been deleted from updated content.
- Since the simulator is at its heart, script based, it is highly reconfigurable, and extensible. Like any programming, a version change can require tweaks to the code, of a generally simple nature. This skill involves some programming like knowledge and little commonsense. Many things can be fixed up in a few moments using the edit feature in Content Manager Plus or a simple text editor like windows Notepad.
- Join in discussions on the forums provided by Auran and the Trainz fan-sites
- The forums are an invaluable method of obtaining solutions to problems.
- Join an interest group
- These are an outgrowth of discussions on the forums provided by Auran and the Trainz fan-sites, where a group gets together to co-operatively make a route, usually based on modeling a particular real world railroad during a specific era. As a spin-off benefit, you'll make friends and likely gain a wide range of mentors willing to answer dumb questions.
- Reskin assets
- Apply new textures to existing 3D meshes this is done with a graphics program such as Photoshop, paint.net or GIMP to edit the .tga or .bmp formated files used in Trainz graphics rendering. The PaintShed program which comes with Trainz can be used to create new skins for existing Paintshed meshes.
- Get involved in contributing to the Trainz community
- For example by offering help on a forum or acting as a beta tester on a fan-site.
- Learn how to create 3D models
- Using a graphical modeling program such as Blender (freeware) or GMAX
- While these programs are generally regarded as being difficult to learn, the results can be extremely rewarding.
- Create Driver sessions and/or scenarios
- Creating your own is one thing, creating ones which are of a high enough standard to justify distribution to the general Trainz community in a whole different league. There is a lot of help out there to do so, but the time investment is yours to commit.
- Become more involved in the running of a fan-site
- This may require learning how to use the administration functions of server-based software such as forums and Content Management Systems.
- Contribute to this Wikibook!
← Introduction · Versions Of Trainz →
This is a transcription of a document by Auran created in 2004 to illustrate how to make stations and traincar vehicles support passengers.
I have attempted to bring the information up-to-date. PEV.
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Passenger Station and Vehicle Assets Tutorial
This tutorial provides a brief overview to an example passenger station and passenger vehicle that are compatible with the passenger features supported by Trainz. For content creators wanting to make their own vehicles and stations passenger compatible, all the basic information to get started as well as a link to download functional example assets are provided.
- Note
This tutorials does not cover how to create people assets for use as passengers. It uses the existing people provided with the simulator.
Passenger Station Asset
The passenger stations are a special class of Industry asset. In addition to the normal guidelines which apply when creating Industry assets, there are some items specific to Passenger Station assets.Each passenger station is composed of one or more platforms. Each platform requires the following:
- A track, for loading and unloading onto the platform.
- A trigger or triggers for detecting the presence of trains; these should be sufficient to cover the portion of the track which is usable for loading and unloading.
- A trigger at each end of the track to allow the scripts to determine when a train is at the end of the platform.
- An 'on' queue and an 'off' queue.
- A 'spawn' process and a 'delete' process.
- A string-table entry providing the name of the platform.
The triggers should be created such that overlap is minimized. Overlap between triggers on different platforms must specifically be avoided. The center point of each trigger is defined by an attachment point in the station’s mesh.
The radius of each trigger is defined in the config file in metres.
The mesh for this asset looks like:
Config.txt file
The most important tags required for a station’s config.txt are listed and discussed here. Note that although this section does cover some non-passenger specific tags as well as everything essential for passenger support, many common tags that are not specific to passengers will not be described.
- This provides the human-readable name of the station. You may also provide translated usernames in the usual fashion.
- We are describing an Industry asset.
- The KUID of this particular station asset; provide one in your own KUID range.
- An icon for this station asset, used for the 'Drive To' command and similar. This is a 64x64 texture with no alpha channel.
- The script file for this asset is 'Station.gs', and contains a class named 'Station'.
- You must reference the passenger asset from your kuid-table, it is required for the passenger station script. As mentioned earlier, this tutorial doesn’t cover the creation of passenger characters.
- There is a single mesh file for this asset, which contains both the geometry for the station and also the attachment points which are described throughout this document.
- A single section of track (which can be comprised of multiple vertices) must be specified for each platform. The passenger station script will reference this track.
- Triggers should be specified as appropriate to fill the above requirements. The passenger station script will reference these triggers.
- The 'on' and 'off' queues must be provided for each platform. These are used by the 'spawn' and 'delete' processes, and by the loading/unloading methods in the passenger station script. These queues must be named 'passengers_on_X' and 'passengers_off_X' respectively where X is the platform number.
- The 'size' of each queue should match the actual number of attachment points allocated to the queue. The product-kuid should be set to the passenger asset, which is <kuid:-3:10060>.
- Each passenger queue should also have the 'passenger-queue' tag set to 1. This tells Trainz that it should enable the sitting/standing checks for products in this queue.
- Attachment points in a passenger queue may be flagged as ‘seated’ by having a name ending in “sitNN”, where “NN” is any two characters - usually two digits. Any passenger product attached to a ‘seated’ attachment point will be shown seated. On any other attachment point, the passenger will be shown standing.
- It is normal that attachment points in the “on” queue are oriented to face the passengers towards the platform track, whereas attachment points in the “off” queue are oriented to face the passengers away from the platform track. See the Industry section of the CCG for more information regarding Queues.
- The 'spawn' and 'delete' processes must be provided for each platform. The 'spawn' process duration will be overridden by the station script. The 'delete' process duration may be specified (in seconds) but should be kept fairly short. The 'delete' process must have an amount of 1 in order to work correctly. These processes must be named 'passenger_spawn_X' and 'passenger_delete_X' respectively where X is the platform number.
- See the CCG/Kind:_Industry section of the CCG for more information regarding Processes.
- A name must be provided for each platform track on the station; these will be used by your station script.
- The full config.txt updated to TS12 for this station asset is HERE
Station Script File
The station’s script derives from the GenericPassengerStation class. The complete functionality of a passenger station is already implemented for you in this class, the functions that you provide simply describe your station’s specific configuration. The following functions must be provided by you:
- This function determines whether the train (of which ‘vehicle’ is a member) should stop at the specified trigger. This is done by checking the direction of the train’s travel relative to the platform’s track, then ensuring that the train only stops at the end trigger in the appropriate direction. To allow for manual loading and unloading, if the train comes to a complete stop, any trigger will be accepted.
- This function returns the track name and platform number for a particular trigger, as well as determining which side of the train (left or right) is actually being loaded.
- The Init() function must inherit() the parent initialisation function, then call the InitPassengerStation() function with the number of platforms that are at this station. After this is done, and any custom initialisation that you may wish to perform is complete, you should start the station main thread by calling StationMain().
- This is the normal industry function for providing ‘Drive To’ destination tracks. This should look up the string table and return the mappings between platform tracks and human-readable names.
- The full TS12 'Station.gs' script for this station asset is HERE
Passenger Vehicle Asset
Passenger vehicles are not much different from normal Trainz vehicles that support loads. The only difference is that the guidelines for a passenger vehicle can be a bit more strict than usual.The only totally essential requirement to make a vehicle work with passengers is a passenger product queue. Things like transparent windows so you can see the passengers and door animations are optional, but certainly nice extras that make for a more interesting passenger experience.
Config.txt file
The most important tags required for a passenger vehicle’s config.txt are listed and discussed here. Note that although this section does cover some non-passenger specific tags as well as everything essential for passenger support, many common tags that are not specific to passengers will not be described.
- This is a vehicle asset and not much different from other vehicles, so use “traincar” as you would for any vehicle.
- The KUID of this particular station asset; provide one in your own KUID range.
- This provides the human-readable name of the vehicle that it will be found under in the vehicles list in the Surveyor consist panel. You may also provide translated usernames in the usual fashion.
- First in the mesh section is the vehicle’s main mesh. If you want passenger characters to be visible in your vehicle, then attachment points for them to sit/stand on will be required. This will be examined further in the queue section below.
- In addition to the vehicle’s mesh, the animated doors are also defined here.
- You will need to have separate sections with mesh/animation for both the left and right side of the vehicle. Which side is left and right is based on the vehicle’s sides relative to the vehicle’s forward direction. The sections for animated doors must be named “left-passenger-door” and “right-passenger-door” to work with the stations.
- So the vehicle can carry passengers, queue is needed. The name of the queue isn’t important, as long as it’s there. :What is important is that the queue is capable of storing passengers.
- For the queue to be able to carry passengers, the “passenger-queue” tag is set to 1 and the passenger product KUID of <kuid:-3:10060> is declared as being the product for this queue.
- As each passenger is an individual person, enough attachment points for each passenger needs to be provided for.
- Like the queues on a passenger station, the queue in a passenger vehicle follow the same attachment naming convention for sitting and standing passenger.
- Attachment points in a passenger queue may be flagged as 'seated' by having a name ending in 'sitNN', where 'NN' is any two characters - usually two digits. Any passenger product attached to a 'seated' attachment point will be shown seated. On any other attachment point, the passenger will be shown standing.
Note: Stick to the 'sitNN' convention as required by specification. By not following specification, you risk making your content incompatible with future versions of Trainz.
- The optional soundscript section is used to have a sound file synchronised with animation events defined in the
door animations. This doesn’t relate directly to passenger station functionality and is simply a case of the animation triggering a sound for the “door_close” and “door_open” events.
- The full config.txt updated to TS12 for this vehicle asset is HERE
Passenger Vehicle Scriptlet
No script code is required for the passenger vehicle to work. If you want to create something fancier beyond what you can get with by this example, then you may need to do write your own vehicle scriptlet for the passenger car.
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Example File Listings
The original TRS2004 package is no longer available for download from N3V Games. A number of us still have this package and you can get it by requesting on the forum.
At the time of placing this page on this Wiki, Vinnybarb had this available HERE
- The TRS2004 package contained the following example passenger assets
- custom/scenery/Station_basic/
- An 'invisible station' asset.
- custom/scenery/small_station/
- The 'Small Station' asset from Trainz. This is not part of the tutorial as such, but provided as an extra reference.
- custom/vehicles/mk1_rmb_br_bld_custd/
- The 'BR MK1 RMB' passenger vehicle asset.
- max_files/
- The 3D Studio Max 4 source files for the assets in this tutorial.
- gmax_files/
- The gmax source files for the assets in this tutorial.