programmable hotkeys

Gary25b

Member
New to TRAINZ, after years and years with MSTS and lately RW. Am finding Trainz very slick.

The one area I'm having trouble with in driving is camera views.

I have the hotkey list from the manual for camera views, but are there others perhaps undocumented, or buried elsewhere in documentation? For instance, is there a hotkey to go to a coupler view? Or an 'out the window' view from the cab?

I note that different cabs have different views using the [ and ] keys. For instance one European loco went from inside the cab to the front and rear couplers using those keys. Other cabs stay inside the cab with those keys. Which leads me to another question, are camera views programmable?

Thx for any help.
 
I have the hotkey list from the manual for camera views, but are there others perhaps undocumented, or buried elsewhere in documentation?
If there are, I've never found them!
For instance, is there a hotkey to go to a coupler view?
Not as far as I know but an asset creator could make it an additional square bracket camera position. I don't think anyone ever has done so but someone may prove me wrong with an example.
Or an 'out the window' view from the cab?
Only if the asset's creator made it a square bracket camera position.
are camera views programmable?
Only by an asset's creator, not by a normal end-user. Creators can specify camera positions in rolling stock vehicles and layouts.

John
 
If you go in your program files, and open the settings folder, you'll find a Notepad document entitled "keyboard". That will give you a (long) list of all the hotkeys. I don't know if those can be changed or not, havn't tried it yet. I kind of suspect that you could change them, simply by editing the notepad document, similar to Trainzoptions.

As far as having a specific view pre-programmed, like the coupler view in MSTS, I don't think its user-attainable. As mentioned, the cab-view is scriptable, but that's over my head.

You can obtain a coupler view, by L-clicking on any car in a consist, and then rotating and zooming in with the standard camera control keys. You can get just about any view imaginable with the current camera controls, its just a matter of fiddling with it, to figure out how. Very versatile, once ya learn a few tricks.
 
Camera views for interior views can be set up by the end-user.
You need to edit the config.txt file of the interior asset.

You'll find an entry like this:

cameralist
{
camera0 0.662,-0.409,0.145,0,-0.301
camera1 -0.666,-0.258,0.145,0,-0.301
camera2 -0.666,-0.258,0.145,0.959,-0.251
camera3 0.517,0.229,0.254,0.024,-0.275
camera4 1.01,-1.259,0.254,-2.57,-0.248
camera5 -0.757,-1.249,0.254,-4.114,-0.286
}
cameradefault 0


To make your own views in the cab, you'll need to add -freeintcam to the Trainzoptions.txt file so that when in the cab, you'll be able to move the camera around and see the coords required.
Then when you're happy with a view, note down the numbers displayed on screen and add them to the cameralist.
After that, you'll have that new view as one of the camera views in that cab.

If you're not confident with editing assets in your version of Trainz, do some research on the subject before messing with the cameras.

Smiley.
 
I would just add one proviso to Smiley's instructions. If you are tempted to move the camera to, say, a view outside the side window, don't be suprised if most of the engine is missing as most cabs only contain as much of the outside as needed. There is a way round this, using a.outsideview0 etc. attachment points to the actual loco but this can only be done by the original creator or by adding an extra mesh to the mesh-table (search on teddytoot and mesh for more on this).
 
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