World Origin

bigboy4010

Hardcore Steam Breather
What is the world origin for? What does it do? And is there a way to get rid of it once you put it in? The appearance of a compass/ birdbath on my railroad doesn't exactly fit the theme of the railroad.
 
I have no idea what it does...but you can hide it under a building, or in the schwubbery. Or put pidgeons in the bird bath. I'm sure someone else here will tell you what it does.
 
I'm sure a proper expert will show up shortly, but in the meantime I'll throw in what I recall from messing around with it one evening a while back.

Seems to me it maps that point in your route to a specific point in the real world. This allows it to do such things as calculate the correct sun angle for your location and time of day. Probably a bunch of other stuff as well (sunrise and sunset?) but that's all I remember noticing.

Somebody might be able to provide a pointer to the appropriate documentation as well.

Regards,

Rob.
 
first step: put world origin in your map;
second step: edit world's origin properties, with long and lat for your location;
third step: use lat/long reader (search on DLS) to locate significative markers of your map. Wordl's origin is a very useful tool to build ptototypical maps. Sadly isn't possible to automate the process, but google earth and a lot of patience give best results
 
It makes the world lighting correct for the co-ordinates you enter. I think that if it's at default the lighting is southern hemisphere, somewhere in Australia at a guess.

Chris.
 
Just last night I tried merging two routes. Each had a world origin in it.

Let's call them route A and route B. Here is what happened.

I opened route A and selected merge route from the menu. I then selected route B from the list and the expected mini-map appeared. Unexpectedly route B did not appear anywhere on the mini-map despite where I scrolled.

I then clicked "okay" anyways which should merge B into A. I went into mini-map after this and scrolling around found route B had been merge way...way...way east-south-east of route A.

Looking at the world co-ordinates for both routes I realized that Trainz took into account the world co-ordinates when merging. It inserted route B where it would be in relation to route A in the real world (assume that both A and B had correct world co-ordinates).

So it looks like world co-ordinates have an impact on merging routes.

Tom.
 
Birdbath...ahuh...

:cool: World Origin is a coordinate location useful for defining exact locations. If you have a world origin, the map usually is a DEM map.

When you merge routes, there is a set of arrows at the bottom center of the merge window that are used to move the new portion to the correct location...

It may originally show up at the World Origin location, however you manipulate the map up, down, right or left to where it matches the original map.

If there is overlap, the map will turn red & you will not be able to click the ok green check. You then must go out of the merge function & delete baseboards on one or the other maps to allow the merger.

At this point, World Origin is sort of out of place for any utility that made the map to use unless you repair the World Origin.

I haven't thought about it but come to think of it all my merge operations brought in the new section at the point of World Origin....
 
You can conceal the birdbath

Hi BigBoy4010,

Ditto on all the comments about the usefulness of the world origin, especially if you are trying to model a prototype route. If you find the "birdbath," a nice characterization I agree with, an eyesore as I do, you can hide it in a large structure, such as an office building or warehouse.

Bernie

Sorry, I missed a similar tip above. Does anyone know how to withdraw a post?
 
Last edited:
Alright. Thanks everyone. Now I have an idea what that's for. I guess I don't need it, since the railroad I'm building is completely fictitious. It doesn't even have a model railroad counterpart in the real world. Again, thanks everyone.
 
Is it high enough?

:cool: The altitude may be a average of the height between two numbers.

If you try to merge a fictitious route with a DEM route, you would see what it does...

Fictitious routes created from scratch have no World Origin...& begin at ground zero....

DEM maps for fictitious routes will have the original ground elevation.

Merging these routes is practically impossible...

In the DEM utility program TransDEM, you may adjust the DEM height to match whatever.

Suffice it to say, that World Origin would only help you if you wish to reference the original map made with another feature or map that has a World Origin.

Some DEM programs like TransDEM can use the functional World Origin to add such as track, waterways, roads,etc & place them on a map previously made, usually at the beginning because you are actually overwriting the original map.

I won't delete the 'Birdbath, 'cause I like birds...I'll try to use the bugger as such!

Sometimes the World Origin/Birdbath shows up elevated above the ground, but if there is a WO/Birdbath, there will be a green location button to find it on the upper task-bar.

You can use the Height tool to lower it too the ground...but don't use a knee jerk reaction & delete it...
 
Last edited:
Yes it is the world coordinate of the place on the route where you want it to be. The altitude can be important at least for me when making a river with dams or splines on a grade.

Cheers

AJ
 
On my route, I've hidden the world origin in the booking hall of the station. I got the co-ords from google earth, with the height from os maps. Screenshots look more like the photos I'm working from, essential for a real location I think.

Chris.
 
??

So what actually changes if I alter the altitude reading of the world origin from 0 to say 1000m? Does the height of all points on the terrain now get 1000m added?

I've never seen any effect on anything (talking TRS2004 here).
 
Back
Top