I have to say, you've done an excellent job on that Wikibook. Lets hope that those who like to fix/update other people's content use the Wikibook as a reference to get things right.
Thanks, but I consider it only just barely begun. I've got most of the 'tools' in place and am only now just beginning to work the Trainz fundamentals into intro articles. Nor have a enough in place to consider rationally how to thread the articles though I've a tool template ready, albeit, may want to adapt to a better alternative. See the header and footer on this
Content Manager intro to page, for example. Sometime in the next couple of weeks I may combine the linking and header template so all that is in the header box. This looks fine, but I suspect That will look better. Can't do that on the Trainz Wiki, they won't turn on ParserFunctions, nor install Common.css and Common.js files so searching is as easy as on the Wikibook. (See for yourselves. Goto the search window, type 'Trainz\ref...' and a whole list of pages will drop down so you can drag and drop to a page title. Easy-peesy!) [If this is a function of being a registered user, that is, if that doesn't work that way for you whom Wikimedia sites don't know--someone please let me know with a PM!]
The tutorials series I outlined in our private Yz-Tz forum a year ago, June--can still only be addressed somewhat down a future timeline. That will focus on interleaving fun skills building with knowledge building in a 'progressive sequence' of modules. Show a little, do a little, keep it fun, accompanied by video and plenty of pics and cross-linked to there or N3V for basic knowledge referencing, I've got a couple of routes picked out for early progressions in download skills, scouting a route, Driver Tips, and snooping a Session so the newbie starts immediately to get a feel for how to use and become familiar with parts of Trainz by doing--then progressively introduce more skills (modify the old route, give it interactive stations, industry changes, portals, and programme them and a basic session and so forth.
Show, Do, document, have them do then move onto the next module--which will use the just upgraded route or session as a starter. Rotate between a few routes and build surveyor and sessions skills getting more and more advanced as it progresses... Right now that is but a dream, but we're getting closer to having the
underpinnings in
place. (See the
glossary and
Notations pages in the title bars--those are designed to be section linkable yet have the term break up the flow of composed text as little as possible, making writing and proofing far easier). Putting short topics in there really eases the writing. I can link and emphasize and get to the task without being near as wordy! (To the surprise of any who see my rare posts here!)
This is a good segue as any--I need some examples of content of type for
configs...
configs... or was it
configs... <BSEG> and asset types (KINDs) pages. Some topics wil have the three tier beginner-intermediate-advanced structure, another two examples will be Content Manager and Surveyor. build understanding, don't bore!
We want an asset's development sliced and diced and explained to the nth degree, especially one that's been upgraded 4 times or so to different TBs, Drop me a PM or email with a nomination. I'm looking for example assets from A-Z! I started documenting Engine-specs this weekend, and scenery, traincars, trackside (initially all addressed from 'on repairing' and theory and the model evolution as intros to current knowledge builders) will be forthcoming in the near future. I needed some more tags in my life! Right! (Actually did, I need to make sure some things work!)
Right now I'm working out integration of some of the header templates so there is corresponding ease of use, use of the same keywords, and stub-writing such pages as seems necessary as springboards and 'concept-glue' pages to build knowledge systematically without being boring and pedantic. Also want to avoid the short unintegrated presentation of the Trainz Wiki. More like the TRS2006 manual, less pages which aren't conceptually providing a bigger picture, if that makes sense. I want something a newbie or old hand will read and see how things tie together, I guess is another way of putting it.
One of our stated missions at Yz-Tz is to train up and assist a new generation of asset creators, so this is my path to that for now. I still have to learn too much to create myself outside reskinning and a back-burner project to develop techniques for reskinning textures with graffiti. Also looking for a good solid technique to generate Alpha's, preferentially using the quick loading and file translation capabilities of IrfanView. (Think TGA to PNG conversion may be an avenue, but don't know yet. GIMP is a bit much for newbie instructionals, you know! And pay-for graphics apps are out for intro users who aren't 'hooked' on the Trainz lifestyle! Ah, well.)
If anyone wants to help, pitch in anywhere, but the place you can help us most as CC's is vetting and if needed adding some threading to the CC pages that were half of what was up there when I started in a logical order, and/or working over the tables of contents (currently redundant). If you get active that way, drop me a note on my user talk so I can trail along behind and sign off the page updates. Any questions too. This linked page needs a rework, but the beginning of
Editor HowTo for the book is here! Those 'tools' are designed so that pages written on the Wikibook can also be ported with minimal editing and fuss to the N3V Wiki,
so that's a two-fer for say a route or asset tech manual [Sections planned but not yet implemented]. Soon I'll do up a tutorial on how to write with pics on a word processor, for creating a page easy in wiki markup. // Frank