Hi Rich,
All assets, regardless of the kind, get added to the route or session config.txt file automatically. There is no need to edit this except on rare occasions for other purposes.
I recommend that you clone a texture from another creator then simply replace the parts with your own.
To clone an asset:
Start up Content Manager (Manage Content on the Launcher).
Download or search in your installed assets for textures. You can't edit a payware texture, and built-ins will give you another error, but you can edit and modify those you installed from the Download Station (DLS) and installed manually. You can customize the search for category texture, and there are two kinds; environmental and not-environmental. I don't know which ones you want. Here is a texture I created from an asset. It's not the best, but you can download this one from the DLS. Look for
Bati Quarry Rock. Keep in mind that it's older, but it contains the elements you need.
Code:
trainz-build 2.9
username "Bati Quarry Rock"
kind "groundtexture"
texture "groundtexture.texture"
normal-texture "groundtexture_normal.texture"
category-class "GL"
thumbnails
{
0
{
image "Bati Quarry Texture.bmp"
width 240
height 180
}
}
kuid <kuid:124863:1014>
description "A texture copied from the Bati Quarry originally created by Raymond Parrot and now a built-in item. The texture was created because I wanted to blend in the quarry with the rest of the terrain. The texture is uploaded as-is, and no warranties or guarantees are expressed or implied."
== To clone an asset, click on the one you want to clone, and press CTRL-D.
This will duplicate the asset.
== Change the view to Open for edit.
You will see something called New Asset.
== Verify this is the asset by checking the install date. (You might need to add the column in CM. To do so, right-click on the columns and add that in. You might have to resize the columns to fit your screen). The date should be the current date.
== Right-click on the "New Asset", and choose Open in Explorer.
This will open a Windows File Explorer window showing the innards of the asset.
== Replace the textures with your own.
== Edit the texture-name.texture.txt.
In your editor, Notepad, or Notepad++ for example, you need to change the referenced texture files.
== Rename the .texture.txt to be exactly the same as your texture file using the format shown.
Code:
Example texture_name.texture.txt
Primary=groundtexture.tga
Alpha=groundtexture.tga
Tile=st
The file is also called groundtexture.texture.txt (I know I'm boring!).
== Save the texture.txt
== Edit the config.txt file and change the details such as Username, which is the texture name, author, etc., to suit including the name of the referenced texture. You
MUSTkeep the formatting including the quotes.
== Save and close when done.
== Close the Windows File Explorer window.
== Submit the asset - right-click and choose Submit (I never remember the short-key for this).
== Check faulty assets. If your asset shows up with an error, check your work. Look for the usual things like typos, and ensure all the references are correct. Other texture errors can occur. For .TGA files, they can't be RLE compressed. JPGs don't work well for some reason so stick with TGA format for now.
Hope this helps.
For further reference for other options, tweaks, and good information on this, I recommend checking the Wiki
http://online.ts2009.com/mediaWiki/index.php/KIND_Texture