Modular Approach to Trainz like N-Trak in Model RR?

Enough people have to ask loud enough

You don't need to define a standard board; you simply need to define two standard edges of a set of boards.
I would not expect that the "rotation-to-merge" problem will be fixed until such time as Trainz is ported to a new game engine, or there is significant time and effort (and money) spent in a major rewrite of the Jet engine. I had a situation where I started a route, and decided I didn't like the lighting that was going to occur when the route was oriented to the East to West axis, and wanted instead to have the route oriented North to South. I had spent enough time on the route that I (naively, it turned out) thought that I could make a route rotation utility in less time that it would take to redo the entire route. The time I spent investigating the file structures of test routes showed me that the inability to rotate a board or route is either an unfortunate limitation of the design of the game engine (if the subject of rotating a board were discussed in the development) or an unintended consequence (if it was not).

ns

Let me interject a technical answer on that, Noel. Mathematically, there is absolutely no reason the original IBM PC with all of it's many limitations could not do the axis translations needed to rotate a board and have it reprocessed to merge 90-270 degrees should N3V want to hire a summer intern, any college sophomore should be able to outline the subroutines needed. Actually, since we're discussing only 90 degree steps, that simplifies the math considerably.

The math is a simple straight forward exercise in mainly applied trigonometry, generating a general transformation of the stored co-ordinates of the data set onto the new co-ordinate reference axis...calculated in this case, around the theoretical center, much the way a centroid is calculated. (Think Areas, and filling areas of a planar shape. The altitudes are paired with X-Y co-ord pairs and just go along for the ride in the data storage elements.)

Technically the centroid is the center of rotation of a rigid body, which in a plane, we generally describe in terms of some polygon, which in the aggregate is a mesh. Many triangles. (Triangle math is taught in Junior High through college, when engineers and scientists finally see where the physical world meets the applied mathematics many get too bored with to learn properly. But I digress.)

Gee think N3V programmers know anything about meshes? Or that any polygon can be (and usually is) resolved down to a series of triangles, the simplest polygon? Even a circle, at the limits of digital representations is mathematically approximated by large rectangles inscribed within, the filled with the smaller triangles to fill up the edges, so to speak. The center of rotation is determined by the perimeter shape, in our case a function of nn X720 meter boards along the two reference axes. However, in sum, the math used to calculate the 3D world on the fly as we ride through it probably already has the right math functions as sub-program and subroutines that could be called to do the calculations. The rest of it is mass, a big merge element would require the intermediary step of using hard disk storage of the translated data set. Then, math completed, the stored new axis data set could be brought back into memory supplanting the data of the rotated map layout.

Have you ever had the experience of working with a tool or even three tools back and forth for a while in surveyor, then wanted to change tools, but the applications software delays, almost seems to stagger, only slowly with some delay slowly opening up the tab for the new tool? Happens to me all the time. I surmised after the first couple of dozen times Surveyor was shifting resource libraries, the .dll (dynamic linked libraries) files holding specialized parts of the computer systems smarts. It staggers, because it's designed to take up as little space in RAM as it can... so the tool .dll needs loaded, and then so does its API data, roads, bridges, and all that. There's no reason they couldn't put the math in the .dll container, and then stagger through the calculations one point at a time. We just need enough people to ask often enough for the feature to have them develop itl

I don't see a lot of virtue in this standard module business, but if you do implement it, do it at a higher elevation than zero. No reason a set of modules once you settle on the track layout can't be elevation shifted in 20 m steps and generate a family of modules suffixed or prefixed with the elevation (e.g. "Z-0320m-EtoW mainline module, level", "Z-0140m-EtoS 6x6 corner turn module", and so forth). The Z- prefix will serve to put such pieces down off the alphabetically sorted routes lists, a little trick I learned once programming a data base language that ran 2 million lines of code, give or take. In other words, before building modules, also build a naming convention which self-identifies what you are storing with that name. Something I went through earlier today organizing screenshots for tutorials on the Trainz Wikibook. // Frank
 
I have made routes where I have used a module system, but joined them using portals. To give the impression of travelling a large distance, I placed a pair of portals inside a hill. you enter one portal and come out the other side some time later and the new section can be a completely different area in scenery and industries, without the need for miles of unintersting track work. Another trick I used was to create a route and when I wanted to go to a different area I continued the baseboards for a while then started the new part of the route. I then removed a few of the baseboards and used portals to get from one to the other. This also gave me the choice of which module I went to. This way you can completely change the way a route operates by changing the data in your portals. There would be no reason to need to rotate baseboards with this system.
cheers,Mike
 
My thought on this is fairly simple: The beginning to end of a module regardless of ending direction whether North, South, East, West falls smack dab on the middle of the tile and the ends of the tiles must be at elevation=zero. Universal Vegetation Scenery used for the mass majority of a module with creator specific choices for various internal scenes. Same holds true for texture utilization. Those that participate must co-ordinate with others on a bi-weekly basis. Modular layouts rarely have elevation changes. Most have specific ground clutter color selections predetermined. If one wants to really have this to be successful, a single person creates thru a project management perspective track laying sections that can complete a various amount of combinations regarding an entire modular layout, then individuals can utilize that basic module for scenery development. Co-ordination is key, and an entirely committed crew from start to finish is essential for this to be a remote success.
 
Last edited:
Mcquirel suggested exactly what we did with the DHR in TRS2004. The route was contoured and the single main line added by Hiballer, who than broke the route up into manageable sizes by making copies of the full route and deleting all but one set of boards. Each of these sub-boards were then handed out to the group for texturing and finishing off. Quite often these sub-boards would be passed to another member to do some work and for testing.

Finally all the boards were merged into one and the joints tidied up. It worked well. The rather tedious breaking up process really needs to be done by one person but if the sub-board area could be defined, each member could create their own sub-board.

Peter
 
Cone on in -- the water's great!

My thought on this is fairly simple: The beginning to end of a module regardless of ending direction whether North, South, East, West falls smack dab on the middle of the tile and the ends of the tiles must be at elevation=zero. Universal Vegetation Scenery used for the mass majority of a module with creator specific choices for various internal scenes. Same holds true for texture utilization. Those that participate must co-ordinate with others on a bi-weekly basis. Modular layouts rarely have elevation changes. Most have specific ground clutter color selections predetermined. If one wants to really have this to be successful, a single person creates thru a project management perspective track laying sections that can complete a various amount of combinations regarding an entire modular layout, then individuals can utilize that basic module for scenery development. Co-ordination is key, and an entirely committed crew from start to finish is essential for this to be a remote success.

Hate to disagree with a lady who's content I enjoy so much (Thankyou very much by the way! You do wonderful work!), but inasmuch as this thread seems to have DIED a premature death, thought I'd poke it whilst waiting for the DLS/N3V Wiki server finishes it's daily backup. My only point of real contention is creation of the base module schema at a elevation of zero. To my mind, that's mean sea level so useful only at oceanic shore elevations. It'd be far better to use a 200 metre start elevation and provide for deep stream beds and embankments. A twisty river like the Tug Fork or Monongahela on the West slopes of the Alleghenies or the Lackawanna around Scranton Pennsylvania will have geologically interesting cliff features near the tracks and the base elevation is far more representative of mean land elevations in continental interiors.

Secondly, at least
Mcquirel suggested exactly what we did with the DHR in TRS2004. The route was contoured and the single main line added by Hiballer, who than broke the route up into manageable sizes by making copies of the full route and deleting all but one set of boards. Each of these sub-boards were then handed out to the group for texturing and finishing off. Quite often these sub-boards would be passed to another member to do some work and for testing.

Finally all the boards were merged into one and the joints tidied up. It worked well. The rather tedious breaking up process really needs to be done by one person but if the sub-board area could be defined, each member could create their own sub-board.

Peter
Trainzer people (of all plumbing variations! <G>) interested in further developing this concept should consider joining us at Yesterdayz Trainz. We've settled into a pattern of how to co-ordinate a mutual project that would be of use, and most of the contributors here above are already discussing projects along these lines, or experimenting with same. Pweiser, Jcitron and Moljanar have each been experimenting with the concept for the last couple of months; also in Noels case--he and I are discussing doing a long stretch of the Tug River using modules then later filling in the gaps with longer baseboards late this year. But we have support of others we can rely to chip in, even as today some of us are just assisting the two projects in current development. (Shhh! Secrets! <BSEG>) John has done some amazing route merging of longer roads by various group members into a long stretched out road with some glue boards to match elevations. Flew his mega-route from Kentucky to Indiana to Oklahoma over to the Southwest and ended in Texas... took about 4 hours in surveyor flying the mainline. Quite interesting! Paul Weiser has done more along the lines of experments with the modules as outlined above since then. We've traded a fair number of emails on the specifics, and my work on getting sessions to port from one road to a merged route. (So far that's a hit and miss thing, I can do about 50% of the time. Another day, another thread.)

We (Yesterdayz Trainz) already have the infrastructure in place (website, special forums for co-coordinating projects, CDP asset passing through Dropbox, two TransDEM gurus--and permission from Geophil/Dr. Zeigler to share those maps developed for finishing, and permission to put the finished maps for download on the DLS, once we put enough added value on same. Nearly half the group are content creators of note, half route builders/general Trainzers with some scripting specialists. In short mutually supportive and reinforcing talents, a good website, and congenial company!). Jcitron and I are about to take a research road trip and make person-to-person contact with some historically savvy sources in and around Steamtown USA. We also do our homework--and have some fun doing so.

We've yet to select a "big project" for the whole group to get behind, but it looks like 3-6 guy sub-groups is an excellent way to mutually develop a project or sub-project passed back and forth... and that mode is working smoothly in several projects. This is exactly what Narrowgauge discussed, and there are four of us here already interested in the modular scheme if others want to contribute to proposed regions to model or a fantasy road project, the planning and so forth in advance of actually starting a multiman project. That operational co-operation and supporting infrastructure is already in place in our big tent, as are interested parties. We need more women though, mcguirel want a companion Trainzergal enthusiast to talk to?

We've also some plans, and this is IIRC, where modules first came up in projects discussions, the idea of taking some of the modules and dressing them for different periods and asset mixes. That lead to connecting them by iPortal so one could drive a route in different seasons... in short we're planning on having some fun! Some of our discussion has been on fantasy roads development which lends itself readily to this schema. In point of fact, I expect several such modular projects to be ongoing, perhaps half-a-dozen at once once autumn leaves to chase away the summer slows. The only cap we're putting on concepts is 1965 or before, but there's no reason a base project rooted in an earlier era can't be updated later to a more modern era, and the rusty spur lines and cuttings and abandoned structures will all be there for changing. Did I mention asset development of 'aged and changed' scenery elements... a house, later the house has a new garage, a patio added, the trees age and the garage and house now have an attached covered walkway, the next version a glass enclosed 50's style breezeway... an addition... the asset has a family of era spin-offs. (My sons proposal actually)

This modular concept's also philosophically where we are in agreement on a group project as a 25+Member group--start a big route locally on a operationally interesting area of the road (yard area, City region, etc.), but one that is broken out of a larger, longer scope TransDEM base map, just as narrowgauge (Thanks for YOUR STUFF TOO!) and Hiballer suggest/did. The idea there is to break the big route development down into easily finishable non-interminable sub-projects to keep up enthusiasm; wait for the desert/plains stretches, the tree tunnel parts--all can wait. Meanwhile active areas can be temporarily joined by portals at the edges of the more complicated modular areas. Each of those is a finite project we can finish in turn as our schedules allow, and each portion can be passed back and forth by dropbox for the next gals/guys contributions. So far the biggest snag has been starting the map at too high a version. IMHO, we probably ought to set the base maps at version 3.3 which overlaps TS2009-SP4 and TS2010-SP1 to expedite having more people to work a portion. But that's a trifle and accidental outcome of the people most ready to begin building already being fully invested in TS12/TS12-SP1.

We've got a need for a few more Euro-centered participants and more Australians who now outnumber the Brits! I'd particularly like to see some New Zelanders, Eastern Europeans and especially German enthusiasts add to our talent pool. I can't translate worth a damn and some of the assets from those regions are mighty nice. Come on in, the water's not just fine, but it's great fun to boot. // Frank
 
My only point of real contention is creation of the base module schema at a elevation of zero. To my mind, that's mean sea level so useful only at oceanic shore elevations. It'd be far better to use a 200 metre start elevation and provide for deep stream beds and embankments. A twisty river like the Tug Fork or Monongahela on the West slopes of the Alleghenies or the Lackawanna around Scranton Pennsylvania will have geologically interesting cliff features near the tracks and the base elevation is far more representative of mean land elevations in continental interiors.
This modular approach, as far as I know, results in a fictional route. That means the hight of any give point in the route is not relevant as it is not representing a point in the real world. In this situation, choose an "easy" hight that causes those working on their modules the least amount of time wasted on getting the ground up to the right hights.
In other words:
Even thought you might technically have your module be at 0m elevation, you can just act as if this is +200, +500, -100 or +3000 meter; nobody driving the route will ever notice. Having to adjust the ground hight of every baseboard added by 200m for no other reason then to get some technical number closer to the hight you pretend the route to be without it showing any difference for the driver is a waste of time.

Secondly, at least Trainzer people (of all plumbing variations! <G>) interested in further developing this concept should consider joining us at Yesterdayz Trainz.
The last thing I read (and at which point I stopped following your groups threads a few months ago) is that you have a minimum age set for joining. With my close to average age, I remember not meeting that requirement by far, so that means about 50%+ of this forum is now asked to join but is not allowed.
Please correct me if I am wrong as I doubt your intention to invite people in only to show them the way out again.
 
Oknotsen,

I'm younger than you (16) and I'm a member of Yesterday'z Trainz. I recommend trying to join again. :)

BTW, Trainz 2010 is back up and running for me again. I'm just reinstalling my N3V Games add-ons to it, so I'll see you in-game soon. :)

Apologies for going off-topic. :)

Kieran.
 
The concept of modules will work quite well if the Trainz modules are prototypical and were built using geospatial data (DEMs, raster/vector maps) and the terrain was generated by TransDEM, for a very simple reason: TransDEM uses geo-coordinates, UTM/WGS84 to be exact, and retains a static mapping between them and the Trainz baseboard edges.

As long as you are in the same UTM zone (6 degrees longitude), those TransDEM-based route modules can be merged almost seamlessly. In particualr, if the DEM data source is the same for both modules, you can even substitute "almost seamlessly" with "truly seamlessly". This goes for the terrain, of course.

MapMaker may also support seamless merging, at least the documentation suggested it, but I did not try it myself. MicroDEM/HOG modules usually cannot be merged, as this approach loses geo-coordinates early in the process and therefore has no idea about static, reproducible baseboard positions.
 
Back
Top