Route making resources

agathosdaimon

New member
Hi, I have mostly till now just been playing around with existing routes , but would like to make one and that is somewhat realistic in its layout and scenery etc , but how do I start? Are there any resources whether in print or online that provide track plans, signal network, for real world locations - I wouldn't mind trying to make something set in the UK or USA or canada as a start
 
For physical layout, Google Earth is your best bet. For logical, find track charts or maintenance materials. https://multimodalways.org is a good source of U.S. material. Historical societies may have hard-to-find info in print. Lastly, look around for videos, either on Youtube or of the railfan type.

Also, you'll probably want to use Transdem to generate both accurate topology as well as a proper ground reference, which makes mapping out a route far easier and more accurate.
 
I have always loved to develop track [rail] routes. Even back in the days when all that was available was pencil and paper.
Perhaps to first decide what particular route you have an interest in. To begin with I would suggest to keep it simple before working towards more complex routes. An example would be creating a line [single or double] from A to B with maybe a branch line with some stations and perhaps carriage sidings and/or a small freight yard. Always keeping in mind the learning curve of Trainz itself.

I agree with RRSignal re google earth, but have found the following far more useful.

https://www.opentraintimes.com/maps for UK routes.
http://www.railmaponline.com/UKIEMap.php for UK and Europe.

One piece of advice is that patience is a virtue....detailing a route can be laborious and time consuming but eventually satisfying.
Good luck and you'll find plenty here to help you if required.

Cheers,
Val.
 
One piece of advice is that patience is a virtue....detailing a route can be laborious and time consuming but eventually satisfying.

I will second that and you will need lots of time as well as patience.

Just as important is Backup ... Backup ... Backup and, of course, Backup. Design a backup plan for your work in progress and stick to it. A sample backup plan for route and session development in Trainz can be found at http://online.ts2009.com/mediaWiki/index.php/How_to_Manage_Backups#Backup_Plan_Basics
 
Hey great stuff from both posts. I didn't even think of Google Earth or anything similar. Transdem I don't know anything about but if it can make the geography easier that would be great
For North america some simple subdivision or smaller or with the UK a line that the Duchess operated on - that you s if these have not all already been created
 
Start small and take the time to learn ALL of the tools. Ask lots of questions, sometimes even some of the old hands learn new tricks from the answers! Expect to throw your first efforts away as you improve your techniques. I have one route which is now up to version 4 (VR Goulburn Murray lines on the DLS) and each revision adds a branch, but also updates other things as my building skills have improved. It has now been converted to full PBR textures, TurfFX and speedtrees for TRS19.
cheers
Graeme
 
thanks - that Goulburn Murray line sounds good - i will have to check it out. my first thought had been an australian route but i feel like i know even less about rail operations today in australia than elsewhere and elsewhere i already know little. i like to learn from books too so i found a book on realistic track operations for model railroads, which i hope might help me (also because i like the whole vitual model railway stuff too like EEP )
 
I'd agree with all the above. I've been working 16 months on the Bathurst line, nearly done. Sometimes you will need to take a break from it, but the other thing to bear in mind is to start on one board and lay out the track then start the landscape and get it right before moving to the next board. Otherwise it would become daunting to say the least.
 
Yes, all boards are 700 metres by 700 metres. And therefore 70 squares by 70 squares which you will see when they are new and unpainted. The standard is to use 10 metre squares (by default). You and contour ground by raising any corner. Be very aware you may select to add boards with 5 metres squares (which you can see with 10m) BUT this uses up 4 times the amount of resources, maybe more. It's useful for mountainous terrain, but a total waste on flat land. I suggest you start a new route, which will give you one board and just practice on it and get used to the controls.
 
Actually they are 720 metres x 720 metres - don't ask why I do not know. The term used to identify them is "baseboards".
 
thanks I will just start with one board then - i was looking through the Trainz 12 manual today (i had no chance to access my computer, so i looked for the next best physical option) to find some info on portals and driver schedules - sadly little to nothing in the manual is explained. i know this stuff should come after making a route, but i really want to know how to use portals and driver schedules (still not sure what or how one even makes these) and then in the another current thread in the forum te way other users have created randomised AI activity sounds amazing - stuff i would love to know how to do, though so much of it especially when the conversation is about triggers and integers and a slew of rules one must configure then i just lose all hope that i can ever do anything similar - i dont have a good head for when it comes to anything approaching programming/script talk
 
It's a good idea in my opinion to start with just one board. I have made several such routes and they are especially good for creating a virtual model railway in a room setting as the size of the modelled area can be limited to what would be possible in real life, with the remainder depicted as walls and floor - with overscale furniture if you like to create the impression that the actual layout is to a particular scale.

Ray
 
thanks I will just start with one board then - i was looking through the Trainz 12 manual today (i had no chance to access my computer, so i looked for the next best physical option) to find some info on portals and driver schedules - sadly little to nothing in the manual is explained. i know this stuff should come after making a route, but i really want to know how to use portals and driver schedules (still not sure what or how one even makes these) and then in the another current thread in the forum te way other users have created randomised AI activity sounds amazing - stuff i would love to know how to do, though so much of it especially when the conversation is about triggers and integers and a slew of rules one must configure then i just lose all hope that i can ever do anything similar - i dont have a good head for when it comes to anything approaching programming/script talk

All that and more can be found on the Train Wiki. The Wiki Main page at http://online.ts2009.com/mediaWiki/index.php/Main_Page give a good overview of TRS19 with links to more detailed information.

The "How-To Guides" Wiki pages at http://online.ts2009.com/mediaWiki/index.php/HowTo gives the details on such things as Portals, Routes and Sessions, Driver Schedules (Driver Setup), Environment Tools (weather & lighting), specialised assets such as Interlocking Towers, signals, Junctions, etc. The list is both long and incomplete as many of the Wiki pages are created by Trainz Users such as yourself. There are also management guides such as how to update assets, make backups, perform database repairs, etc. How to create many different types of assets for use in the sim is also covered.

That is a lot to cover and to be overloaded with - the trick is to use the Wiki to get yourself started and then return to it when you run into new situations where you need help. Of course these Forums are also a good place to get help - some of us are a bit grumpy but we lost our bite long ago.
 
thanks, what i would love to have if anyone has created it would be some sequential guide that starts with making a simple layout and then progresses to making all the more complex stuff involving ai and scripting - when i go to the wiki it is a maze of terms and links that i got lost and overwhemed by
 
Route building takes a lot of things and I suppose combines a lot of Trainzing skills into one package.

For route building, you'll need to following tools:

- Start small.
The ultimate empire will come later and even then starting small is the best thing as it gives the route builder a chance to hone skills and it's less daunting a project. This is the downfall of building prototypical routes with 150 km of track laid out on a terrain waiting for landscaping and details. It's all those miles that lay ahead that kill the project.

- Patience.
Plan on taking lots of time. Rushing through a project of this scope can ruin the final product. The product in this sense doesn't have to be anything for sale. With a rushed product, you'll never be satisfied and end up scrapping the project sooner than later.

- Plan on revising.
A route really isn't completely finished. There will always be places where you think it's the bees' knees only to laugh at your work later because you've gained skills.

- Breaks.
Take breaks before things get ruined. Take lots of breaks when frustrated. Take breaks when the brain goes to mush and read train books, watch cab-ride videos, or other train videos to get ideas (research), even step away and do something else.

- Build a backstory.
This is probably a big and very important part of building a fictional route. By creating a history of the line or lines, it helps keep things realistic and coordinated. A backstory will keep the assets to a minimum. This isn't a limiting factor, but it gives a regional feel about the route. It also helps build a picture of what where the route runs.

I have an extensive history built up for my original Trainz Route, which I may post up here again. This route was originally based on a model railroad I developed, and that also had a similar backstory to it.

- Look, observe, read.
Even for a fictional route, it's a good idea to know how things are done. Sure we can drive trains around willy-nilly, but that's not railroading. Look at maps, read articles about stuff. Maps, especially higher resolution topographic maps will have plenty of ideas for yards, station layouts, even show abandoned lines that can be brought back to life.

Using the third-party program, TransDEM, abandoned lines can be brought to life.

- Experiment.
Setup "A Test Route" as I called mine to test textures, buildings, tracks, etc. This really, really helps and keeps the time on the project more focused. This doesn't say don't change anything later since the bulk update tool (whatever it's full name is now) is really, really helpful in this regard.

- Backup, backup and backup.
Above all, backup the data. There's nothing worse than seeing all this hard work end up in the bit bucket due to either a glitch, a dumb mistake, or worse a hardware crash that ate everything.
 
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