Trainz downloads

YNER

New member
Hello, all

I know this is going to sound stupid, but when downloading a loco, route, or rolling stock, how does CM know to group the assets together of locos, routes, or rolling stock together to form that loco, route, or rolling stock? Couldn't it very well mix assets up or not group them together at all? I'm still new to Trainz, so I have no idea how the whole downloading and commiting works. Any help?
 
hi there

here is the way i understand it although i may be wrong.

when you download an object chances are it will have dependancies (eg the track on a route may not be built in and needs to be downloaded) it is these dependacies that tell CMP what makes up the loco or route ect. it is also possible that a dependancie has its own dependancies so it may take a lot longer to wonload somethings than others

Have a good one
Nathan
 
Not totally sure I understand the question, but I think I know what you're asking...

Each trainz item that has dependencies must have them listed in a section of the config.txt file (referenced by kuid number) so that CM knows what to download. Also, rolling stock will have specific references to which of these dependencies do what job (e.g. bogey, engine-spec), and the 3D mesh file will have attachment points to determine where the game should place them. Routes have a similar list of dependecies (generated automatically by the game), and the objects file keeps a record of where every item is placed.

Hope this answers the question...

Paul
 
Yet, still if the author has placed an incorrect kuid in the kuid table, it will cause all sorts of problems...
 
What I'm aksing

Well, what I'm asking (hope this is a bit more simple) is how, even though all the assets that were included in downloading and engine and the dependencies that are downloaded are scattered across the installed/committed part of CM, Trainz is still able to group it all together to make the engine your drive? Take for example, I download a GWR 57xxPT. Ok, so its assets downloaded with Download Helper, and all the dependencies are downloaded, and the assets are commited. When I look in the installed/commited part of CM, all the assets are scattered to and fro about the tab. Yet, when I go into Trainz and drive the engine, there she is, all grouped together, working perfectly. Hope this provides a more simple question (even though its ten thousand miles long :o ).
 
Not totally sure I understand the question, but I think I know what you're asking...

Each trainz item that has dependencies must have them listed in a section of the config.txt file (referenced by kuid number) so that CM knows what to download. Also, rolling stock will have specific references to which of these dependencies do what job (e.g. bogey, engine-spec), and the 3D mesh file will have attachment points to determine where the game should place them. Routes have a similar list of dependecies (generated automatically by the game), and the objects file keeps a record of where every item is placed.

Hope this answers the question...

Paul

Oh, and now that I just read your entire post, I understand it, and it does help and answer my question. Thanks. :) But anyone else who could explain, please do.
 
When Trainz makes use of an asset it reads its config.txt file. Amongst many other things, it checks the kuid-table section which lists the asset's dependencies. It then tries to load each dependency. Then it checks each of their config.txt files, looking for their dependencies, and so on.

This is far from complete but I hope it'll give you the general idea:

Activity (driver session or scenario) > layout and rolling stock and maybe html assets as well. In addition, driver sessions have rules and driver commands.

Layout > track, bridges, tunnels, signals, speed limit signs, buildings, vegetation, industries, etc, etc

Rolling stock > bogies, enginespecs, pantographs, horn sounds, products, etc.

John
 
Last edited:
Back
Top