TrainzDev Blog - The Source of Secrets

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Do the finer points of Trainz content creation sometimes seem elusive to you? Just where are the masters of these black arts getting their clues from? In a forest of features how do you separate the fruit from the faux pas and false information? Well, my friend you need flail around no more because the TrainzDev Blog is here to guide you.

Hi, I’m James Moody, developer on the Trainz projects here at N3V Games, and this is the first post in a new series aimed at content creators, and how you can get the most out of Trainz.

As new techniques and documentation become available, the TrainzDev Blog passes the word. Sharing gems of inside insight and pearls of content creation wisdom, the TrainzDev blog is a place for both the aspiring and the accomplished creator; and a place where noteworthy accomplishments of creators may inspire and enlighten others.

If you're a content creator or an advanced user looking to get the most out of Trainz, you've come to the right place. Keep an eye on the TrainzDev Blog!
 
As new techniques and documentation become available, the TrainzDev Blog passes the word. Sharing gems of inside insight and pearls of content creation wisdom, the TrainzDev blog is a place for both the aspiring and the accomplished creator; and a place where noteworthy accomplishments of creators may inspire and enlighten others.

That's really nice to see, but I can't help thinking the time and effort would be better put into updating the Wiki, where the content is organised by topic and is easy to search. The blog can then be used to direct us to changes in the Wiki or new Wiki topics. There are still far too many items 'TBD'.
 
mcguirel;bt2745 said:
Have to agree with BuilderBob.

+1. Still commentable to start this blog James, at least we content creators hope to get straight "from the horse's mouth" answers to issues either not seen or not found in the DevWiki. I concur with the other comments here re seeing these "tbd" entries or failing for searching there to find what one is really looking for.

Example: I uploaded 4 locomotives yesterday where I received the auto error checking message of each upload:

Image file 'sct_class_art/sct_class_art_icon.tga' is incorrectly used as both a texture.txt source file and a raw image file.

The "raw image" file mentioned is a 32 bit alpha channel art icon TGA (double checked if this is indeed a 1 layer with 1 alpha channel 32 bit uncompressed 128x64 pixels TGA file) for the little locomotive picture above the Driver's picture in Driver. It is referenced as texture.txt in the art icon folder of config.txt:

Primary=sct_class_art_icon.tga
Tile=st
Hint=Dynamic
Alpha=sct_class_art_icon.tga


Yet checking the DevWiki what issues I might have with my configuration of art icons I only get this:

"Thumbnails" container

Any asset may specify a thumbnail or preview image. The exact usage of this image may vary depending on the asset kind and the build of Trainz, but the following usages are historically common:

32x32 - standard icon representation for display in lists.
128x64 - ‘kind traincar’ list icon in Surveyor.
512x512 - ‘kind traincar’ preview image in Surveyor.
240x180 - Download Station thumbnail image - mandatory, and must be in JPEG format.

Note: The Art files directory used in old versions of Trainz should no longer be used- the Thumbnails container replaces and extends this functionality.
(I know this now and consequently and hopefully fixed this by having these art icon and preview textures only referenced in the thumbnails container entry in the config.txt),

Any number of thumbnail entries may be present, however it is recommended that no more than 3 images are used. The specified width and height must match the actual width and height of the image file in pixels.

Supported image formats include:

32-bit uncompressed targa (.tga) - this supports an alpha channel
24-bit windows bitmap (.bmp)
JPEG (.jpg)
Texture file (.texture.txt) - strongly recommended.
(though no example is given of WHERE and HOW EXACTLY this is implemented now).

When displaying an image, the closest-sized image required by the function (in terms of pixel dimensions) will generally be used in Trainz. The container numbers are simply identifiers and have no meaning in themselves.

Yet the ONLY example given was this below example of a single thumbnail entry of an icon file:

thumbnails
{
0
{
width 32
height 32
image "thumbnail-32.texture"
}
}

I know how to address/configure up to 3 different art file textures (each with a prefix from 0-2, the width and height and name also specified in the thumnails container) in the config.txt of said textures BUT does "Average Joe" know this when looking for a clue of how to configure up to 3 different art icon and a preview textures in the DevWiki? Not by what I found above when looking for help to correctly configure such art icons and preview pics in the DevWiki.

To get back to my error message I received, I think I found the problem but I will only know when my (I assume now) correctly made art icon entries are checked again and hopefully get approved.

I used the exactly same art icon configuration of my locomotive creations in the last 12 months for TS12 created ones, you people must have tightened up CORRECT configurations for such art icons now (which is VERY COMMENTABLE, albeit it is a bit late by now and should have been done a long time ago) but what I did, I referenced these art icons twice as seen here and this was not flagged as an error in the past, except now it is.

What I am actually saying is, it should NOT be left to content creators to UPDATE the DevWiki, it should be done by you people (yes I know, not enough staff/people etc.) as YOU know what works and YOU know how to configure and implement such issues. By not finding the correct, not available or only partially made entries in the DevWiki does not exactly instill confidence in content creators to go about the correct way to produce error free content for Trainz.

Btw, my TS12 CMP never ever gave me any error messages when installing, configuring and exporting as a CDP the above NOW error producing uploads to the DLS, would it not be prudent to ALSO give CMP the same degree of error checking which is now mandatory and rigorously enforced and applied to any uploads to the DLS?

VinnyBarb
 
All seems OK now as 2 (TS12) test uploads have been approved after I deleted the "offending" texture.txt entry. I made the mistake of using the "thumnails container" tag in the config.txt needed now as well as the old art icon folder where the (at the time) needed texture.txt file for the art icon TGA resided. After deleting this texture.txt file, as said, no error report after approval of these 2 test uploads was given.

It would be nice if CMP 3.5 or possibly later are set up with the same stringent error checking as now auto error check does for uploads, so a content creator would know instantly what is wrong with an install.

VinnyBarb
 
BuilderBob;bt2717 said:
As new techniques and ... SNIP SNIP creators may inspire and enlighten others.

That's really nice to see, but I can't help thinking the time and effort would be better put into updating the Wiki, where the content is organised by topic and is easy to search. The blog can then be used to direct us to changes in the Wiki or new Wiki topics. There are still far too many items 'TBD'.
Sounds like advertising seduction to me. Where's the beef?

Can't agree more, but can't really blame the staff either. Clearly they have little Wiki editing experience so I started to organize the thing for them as Yesterdayz Trainz looks like moving in with our tutorials very soon. But it helps if the danged thing wouldn't go down for eight days without letting us log in! Kicked me right out in mid-edit on no less than around eight pages. (sometimes you 'stack edit' redlink to redlink then back out saving with the categorys etc in place. You're testing each stage at the last page saved, so to speak. You land the dependencies on the tracks first, then build the car on top of that! <G>)

BTW, it'll be organized better very soon. I'll be writing navigation templates so you can hop topic to topic. It'd be real helpful if they turned on the Wikimedia ParserFunctions and installed a MediaWiki:Common.css and Common.js page as I requested via customer service. They clearly have no clue how powerful a tool a template tool can be to slim up all that tedious repetition. I'll be starting a thread on the Wiki about new pages soon enough, but first thing is to sweep all the dust out of the rooms before moving in all the new furniture! // Frank
 
Fabartus;bt2755 said:
I'll be starting a thread on the Wiki about new pages soon enough, but first thing is to sweep all the dust out of the rooms before moving in all the new furniture! // Frank

What is the process for getting access? This page
http://online.ts2009.com/mediaWiki/index.php5/KIND_TrainzBaseSpec
(which would be regarded as a starting point for developers) has two TBDs right in the middle. I could easily write them up from asset samples and other sources, but access is restricted.
 
BuilderBob;bt2766 said:
What is the process for getting access? This page
http://online.ts2009.com/mediaWiki/index.php5/KIND_TrainzBaseSpec
(which would be regarded as a starting point for developers) has two TBDs right in the middle. I could easily write them up from asset samples and other sources, but access is restricted.
That's intriguing... I've had access to that one all along, so far as I know. I requested sysop status, but no sysop tool bar has shown up, and as of this morning, can't install a MediaWiki:Common.css file over the empty stub they never bothered to initialize! SO I conclude, I should have the same permissions as yourself. Let me go land my edit... it kicked us off for a while for maintenance but is back up. Yep- works fine, see! You should just be able to log in as your normal Auran 'BuilderBob' handle. Might try Preferences and enabling email. Good Luck // Frank
 
Fabartus;bt2780 said:
... it kicked us off for a while for maintenance but is back up. Yep- works fine, see! You should just be able to log in as your normal Auran 'BuilderBob' handle.

I have confirmed I can now log in, so i will start on some of the more basic items later this week. Please feel free to comment (pm?) on any changes.
 
VinnyBarb;bt2752 said:
Example: I uploaded 4 locomotives yesterday where I received the auto error checking message of each upload:

Image file 'sct_class_art/sct_class_art_icon.tga' is incorrectly used as both a texture.txt source file and a raw image file.

The "raw image" file mentioned is a 32 bit alpha channel art icon TGA (double checked if this is indeed a 1 layer with 1 alpha channel 32 bit uncompressed 128x64 pixels TGA file) for the little locomotive picture above the Driver's picture in Driver. It is referenced as texture.txt in the art icon folder of config.txt:

Primary=sct_class_art_icon.tga
Tile=st
Hint=Dynamic
Alpha=sct_class_art_icon.tga


I've just posted a new blog specifically addressing this issue, but the short version for you is just to change the config.txt to read "sct_class_art_icon.texture" rather than "sct_class_art_icon.tga". You'll also want to remove 'Hint=Dynamic' from the .texture.txt - it isn't doing anything at all to help you here, and has the possibility to introduce performance problems.
 
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