Reference Manual
Table of contents:
- 1 Section 1 Content Basics
- 1.1 Provider and Product Setup
- 1.1.1 Developer Setup
- 1.1.2 Add-on Folder Structure
- 1.1.3 Exported File Stucture
- 1.1.4 Using Provider and Product Assets in RailWorks
- 1.2 Route Tiles and Files
- 1.2.1 Route Tiles
- 1.2.2 Route Folder Structure and File Types
- 1.2.3 Networks Folder in Detail
- 1.3 Adding a New Route
- 1.4 Route Marker Creation
- 1.5 Track Rules Setup
- 1.5.1 Using Track Rules
- 1.5.2 Creating Track Rules
- 1.5.3 Example Track Rule
- 1.1 Provider and Product Setup
- 2 Section 2 Asset Editor
- 2.1 Brake Simulation Data
- 2.1.1 Loco Only Brake Blueprint
- 2.1.2 Train Brake Blueprint
- 2.1.2.1 Train Air Brake Data Blueprint
- 2.1.2.2 Train Vacuum Brake Data Blueprint
- 2.1.2.3 Train Dual Brake Data Blueprint
- 2.1.2.4 Train EPB Brake Data Blueprint
- 2.1.2.5 Train ECP Brake Data Blueprint
- 2.1.3 Brake Positions
- 2.2 Asset Editor Overview
- 2.2.1 Asset Editor File Editing Screen
- 2.2.2 3D Preview Window
- 2.2.3 Troubleshooting
- 2.3 Cab Control Blueprints
- 2.3.1 Input Mappers
- 2.3.1.1 Input Mapper Blueprint
- 2.3.1.2 Input Mapper Examples
- 2.3.2 Control Blueprint
- 2.3.2.1 Control Value
- 2.3.2.1.1 Control Reference List
- 2.3.2.1.2 Element Name
- 2.3.2.2 Interface Element
- 2.3.2.2.1 Ambient Light Output
- 2.3.2.2.2 Exterior Animation
- 2.3.2.2.3 HUD Element
- 2.3.2.2.4 Interior Duo Switch
- 2.3.2.2.5 Interior Geometry Input
- 2.3.2.2.6 Interior Geometry Input Output
- 2.3.2.2.7 Interior Geometry Output
- 2.3.2.2.8 Interior Geometry Slave Output
- 2.3.2.2.9 Interior Irregular Notched Lever
- 2.3.2.2.10 Interior Lever
- 2.3.2.2.11 Interior Multi-Ref? Lever
- 2.3.2.2.12 Interior Notched Lever
- 2.3.2.2.13 Interior Output Display
- 2.3.2.2.14 Interior Push Button
- 2.3.2.2.15 Interior Tri Switch
- 2.3.2.2.16 Interior Visibility Object
- 2.3.2.1 Control Value
- 2.3.1 Input Mappers
- 2.4 Engine Blueprints
- 2.4.1 Browse Information
- 2.4.2 Rail Vehicle Component
- 2.4.2.1 Numbering List
- 2.4.2.2 Front Coupling Blueprint ID
- 2.4.2.3 Rear Coupling Blueprint ID
- 2.4.2.4 Front and Rear Coupling Pivots
- 2.4.2.5 Front and Rear Coupling Receiving Points
- 2.4.2.6 Mass
- 2.4.2.7 Ease of Derailment
- 2.4.2.8 X and Y Pivots
- 2.4.2.9 Collision Elements
- 2.4.2.9.1 PhysX Viewer
- 2.4.2.10 Drag Coefficient
- 2.4.2.11 Friction Elements
- 2.4.2.12 Bogie Element
- 2.4.2.13 Remapper Elements
- 2.4.2.14 Bogie Audio Control Name
- 2.4.2.15 Coupling Audio Control Name
- 2.4.2.16 Driver Position
- 2.4.2.17 Engine Elements
- 2.4.2.18 Head Out Camera Blueprint
- 2.4.3 Render Component
- 2.4.3.1 Primary and Secondary Blueprint Set ID
- 2.4.3.2 Geometry IDs
- 2.4.3.3 Pickable
- 2.4.3.4 Shadow Type
- 2.4.3.5 Heat Haze
- 2.4.3.6 Tex Text
- 2.4.3.7 Projected Light Element
- 2.4.3.8 Instantiable
- 2.4.3.9 Detail Level Generation Range
- 2.4.3.10 Anim Set
- 2.4.4 Engine Simulation Container
- 2.4.5 Control Container Component
- 2.4.5.1 Interior Interface
- 2.4.5.2 Interior Camera Blueprint
- 2.4.5.3 Carriage Interior Interface
- 2.4.5.4 Control Values
- 2.4.6 Container Component
- 2.4.7 Script Component
- 2.4.8 Cargo Component
- 2.5 Wagon Blueprints
- 2.6 Weather Pattern Blueprints
- 2.7 Steam Simulation Data
- 2.8 Diesel Simulation Blueprints
- 2.9 Time of Day Blueprints
- 2.10 Setting up Roads and Traffic
- 2.10.1 Road Section Blueprints
- 2.10.2 Traffic Manager Blueprints
- 2.10.3 Vehicle Property Blueprints
- 2.10.4 Fixed Network Piece Blueprints
- 2.1 Brake Simulation Data
- 3 Section 3 Signalling Guide
- 3.1 Setting Up and Using Signals
- 3.1.1 Using the Asset Editor
- 3.1.2 Exporting Blueprints
- 3.1.3 Signal Link Placement
- 3.1.4 Link Placement Rules
- 3.2 Basic Signal Scripting
- 3.2.1 Initialise()
- 3.2.2 Update(time)
- 3.2.3 OnJunctionStateChange
- 3.2.4 OnSignalMessage
- 3.2.5 OnConsistPass
- 3.3 Signal Scripting Essentials
- 3.3.1 Track Occupancy
- 3.3.1.1 OnConsistPass advanced
- 3.3.1.2 Occupation Increment/Decrement Messages
- 3.3.2 Signal State
- 3.3.2.1 Occupied/Not Occupied
- 3.3.2.2 SetState
- 3.3.2.3 GetSignalState
- 3.3.3 Route State
- 3.3.3.1 gLinkState
- 3.3.3.2 Signal State Messages
- 3.3.3.3 OnJunctionStateChange advanced
- 3.3.3.4 Signal Message Directionality
- 3.3.3.5 PASS_Messages
- 3.3.4 Including Common Script Functions
- 3.3.4.1 SetLights
- 3.3.1 Track Occupancy
- 3.4 Advanced Signal Scripting
- 3.4.1 Animation
- 3.4.2 Flashing Lights
- 3.4.3 Train Warning Systems
- 3.4.3.1 SPADs
- 3.4.3.2 AWS
- 3.4.3.3 TPWS
- 3.4.3.4 Creating Your Own Warning System
- 3.4.4 Handling Yard Entries
- 3.4.5 Covering Reverse Junctions
- 3.4.6 Handling Signals with Lots of Aspects
- 3.5 Signal Debugging
- 3.5.1 Using Logmate
- 3.5.2 Debug Messages
- 3.5.3 Signal Validation Tool
- 3.6 Signaling Interface Parameters
- 3.6.1 Script Function Reference
- 3.6.2 Engine Function Reference
- 3.7 Signal Asset Glossary
- 3.7.1 Principals of Signalling
- 3.7.1.1 Signal Blocks
- 3.7.1.2 Track Circuits
- 3.7.2 UK Modern Signals
- 3.7.2.1 Asp
- 3.7.2.2 AutoSig
- 3.7.2.3 CtrlSig
- 3.7.2.4 JuncSig
- 3.7.2.5 Shunt
- 3.7.2.6 SigHd
- 3.7.2.7 Entry (UK)
- 3.7.2.8 Exit (UK)
- 3.7.2.9 ApFY
- 3.7.2.10 F Numbers
- 3.7.2.11 T Numbers (UK)
- 3.7.2.12 E Numbers (UK)
- 3.7.2.13 F, T & E Combinations
- 3.7.3 UK Semaphore Signals
- 3.7.4 German HP Signalling
- 3.7.4.1 HP
- 3.7.4.2 HP2
- 3.7.4.3 VR
- 3.7.4.4 VR Reduced
- 3.7.4.5 VR Repeater
- 3.7.4.6 Combined Signals
- 3.7.4.7 SH
- 3.7.4.8 Exit (HP)
- 3.7.4.9 Entry (HP)
- 3.7.4.10 T Numbers (HP)
- 3.7.4.11 E Numbers (HP)
- 3.7.5 US Modern Signals
- 3.7.6 Appendix A1
- 3.7.1 Principals of Signalling
- 3.1 Setting Up and Using Signals
- 4 Section 4 Art Guidelines
- 4.1 Art Pipeline
- 4.2 Shaders
- 4.2.1 Dummy Texture
- 4.2.2 Shader Types
- 4.2.2.1 Non-FX Shaders
- 4.2.2.2 FX Shaders
- 4.2.3 Material Properties
- 4.3 General Guidelines and Considerations
- 4.3.1 General Guidelines
- 4.3.1.1 Orientation and Origin
- 4.3.1.2 Scale
- 4.3.1.3 Materials
- 4.3.1.4 Basic Construction
- 4.3.1.5 Textures
- 4.3.1.6 Texture Groups
- 4.3.1.7 Transparency and Alpha
- 4.3.1.8 DX Texture Compression
- 4.3.1.9 Pre-lighting the Scenery Objects
- 4.3.1.10 Hierarchy
- 4.3.1.11 LODs
- 4.3.2 General Considerations
- 4.3.2.1 Scintillation
- 4.3.2.2 Moire Effect
- 4.3.2.3 Tri-stripping
- 4.3.1 General Guidelines
- 4.4 Asset Authoring Guidelines
- 4.4.1 Environment
- 4.4.2 Texture Sets
- 4.4.3 Rail Network
- 4.4.3.1 Turntable
- 4.4.3.2 Traverser
- 4.4.3.3 Mileposts
- 4.4.3.4 Speeds Signs
- 4.4.3.5 German Speed Signs
- 4.4.4 Scenery Guidelines
- 4.4.4.1 Buildings
- 4.4.4.1.1 Windows
- 4.4.4.1.2 Foreground Buildings
- 4.4.4.1.3 Mid Distance Buildings
- 4.4.4.1.4 Grouping Buildings
- 4.4.4.2 Stations
- 4.4.4.3 Clocks
- 4.4.4.4 Station Name Boards
- 4.4.4.5 Birds
- 4.4.4.6 Scenery Vehicles
- 4.4.4.7 Procedural Flora
- 4.4.4.8 Animated Scenery
- 4.4.4.9 Ground Surface and Texture
- 4.4.4.1 Buildings
- 4.5 Creating Track
- 4.5.1 Basic Track
- 4.5.2 Advanced Track
- 4.5.3 Track Cap files for Junctions
- 4.5.4 Adding Population Geometry
- 4.6 Procedural Lofted Geometry
- 4.6.1 Geometry Overview
- 4.6.2 Road Lofts
- 4.6.3 Fences
- 4.6.4 Viaducts
- 4.7 Train Guidelines
- 4.7.1 Budgets
- 4.7.2 Train Set Up and Process
- 4.7.2.1 MAX Units Setup
- 4.7.2.2 Linking
- 4.7.2.3 Naming
- 4.7.2.4 Basic Rules
- 4.7.2.5 Recommended Workflow
- 4.7.3 Modelling
- 4.7.3.1 Instancing
- 4.7.3.2 Dimensions
- 4.7.4 UV Mapping
- 4.7.5 Texturing Trains
- 4.7.5.1 Pre-shading
- 4.7.5.1.1 E-Light
- 4.7.5.1.2 Texture Baking
- 4.7.5.2 Texture Style
- 4.7.5.3 Texture Recommendations
- 4.7.5.4 Kuju Materials
- 4.7.5.4.1 Specular Highlights
- 4.7.5.4.2 Material Features and Restrictions
- 4.7.5.5 Train Number Textures
- 4.7.5.6 Light Glows
- 4.7.5.1 Pre-shading
- 4.7.6 Train Animation
- 4.7.7 Shadow Models
- 4.7.7.1 Stencil Shadows
- 4.7.7.2 Soft Shadows
- 4.7.8 LODs for Trains
- 4.7.8.1 Visible Distance and Polycount
- 4.7.8.2 Linking of LODs
- 4.7.9 Exporting Trains
- 4.7.9.1 Mesh
- 4.7.9.2 Animations
- 4.7.9.3 Exporting Train Textures
- 4.8 Train Cabin Guidelines
- 4.8.1 Budgets for Train Cabins
- 4.8.2 Train Cabin Set Up
- 4.8.2.1 Linking Train Cabins
- 4.8.2.2 Naming Conventions for Train Cabins
- 4.8.2.3 Basic Rules for Train Cabins
- 4.8.2.4 Recommended Workflow for Train Cabins
- 4.8.3 Modelling Train Cabins
- 4.8.4 UV Mapping for Train Cabins
- 4.8.5 Texturing Train Cabins
- 4.8.5.1 Pre-shading Train Cabins
- 4.8.5.1.1 Light Tracer
- 4.8.5.1.2 Texture Baking a Train Cabin
- 4.8.5.2 Texture Style for Train Cabins
- 4.8.5.3 Texture Recommendations for Train Cabins
- 4.8.5.4 Kuju Materials for Train Cabins
- 4.8.5.5 Train Number Texture for Train Cabins
- 4.8.5.6 Special Effects
- 4.8.5.6.1 Train Cabin Lights
- 4.8.5.6.2 Fire
- 4.8.5.1 Pre-shading Train Cabins
- 4.8.6 Animating Train Cabins
- 4.8.7 Shadow Models for Train Cabins
- 4.8.8 LODs for Train Cabins
- 4.8.9 Exporting Train Cabins
- 4.9 Terrain Texturing
- 4.9.1 Texturing XML
- 4.9.2 Wang Tiles
- 4.9.2.1 Creating Wang Tiles
- 4.9.2.2 Wang Tiles File Format
- 4.9.3 Standard Tiles
- 4.10 Lighting and Shadows
- 4.10.1 Shadows on Buildings
- 4.10.2 Shadows on Trees
- 4.10.3 Stencil Shadows in Scenery
- 4.11 Creating Couplings
- 5 Section 5 World Editor
- 5.1 Introduction to the World Editor
- 5.1.1 World Editor Screen Layout
- 5.1.2 Common Options
- 5.1.3 Initial Camera Location
- 5.1.4 Automatic Backup Facility
- 5.2 Manipulating Objects
- 5.3 Linear Object Toolbox
- 5.3.1 Linear Object Toolbox Options
- 5.3.2 Gradient Editing
- 5.3.3 Track Properties
- 5.4 Terrain Manipulation
- 5.4.1 Terrain Grid System
- 5.4.2 Painting Toolbox Options
- 5.4.3 Using the Snap Terrain to Track Tool
- 5.4.4 Fine Editing Terrain
- 5.4.5 Extracting New Terrain Tiles
- 5.4.6 Common Terrain Examples
- 5.4.6.1 Tunnel Mouths
- 5.4.6.2 Cuttings and Embankments
- 5.4.6.2.1 A Gentle Cutting and Embankment
- 5.4.6.2.2 A Steep Cutting and Embankment
- 5.4.6.3 Overpasses and Underpasses
- 5.4.6.3.1 A Typical Example Overpass
- 5.4.6.3.2 A Typical Example Underpass
- 5.5 Properties Panel
- 5.6 Using the Display Filter
- 5.7 Using the Detail Level Slider
- 5.1 Introduction to the World Editor
- 6 Section 6 Scenario Editor
- 6.1 Creating a Simple Scenario
- 6.1.1 Placing a Scenario Marker
- 6.1.2 Editing Scenario Properties
- 6.1.3 Editing an Existing Scenario
- 6.1.4 Scenario Types
- 6.2 Setting up a Driver
- 6.2.1 Placing a Player Train
- 6.2.2 Adding a Driver
- 6.2.3 Set Destination
- 6.2.4 Driving the Train
- 6.3 Adding Intermediate Goals
- 6.4 Scenario Specific Content
- 6.4.1 Adding AI Traffic
- 6.4.1.1 Setting up AI Traffic
- 6.4.1.2 Previewing AI Traffic
- 6.4.2 Placing Static Consists
- 6.4.3 Scenario Objects
- 6.4.4 Scenario Track Markers
- 6.4.5 Pre-saved Junction States
- 6.4.6 Saving a Consist
- 6.4.1 Adding AI Traffic
- 6.5 Troubleshooting Scenarios
- 6.1 Creating a Simple Scenario
- 7 section 7 Package Editor
- 7.1 Package Creator
- 7.2 Package Manager
- 7.2.1 Installing a Package
- 7.2.2 Uninstalling a Package
- 8 Section 8 Audio
- 8.1 Overview of Audio Blueprint
- 8.1.1 Audio Controls
- 8.1.1.1 A Generic Audio Control
- 8.1.1.1.1 Sound
- 8.1.1.1.2 Curve
- 8.1.1.1.3 Modifier Chain
- 8.1.1.1.4 Instance Group
- 8.1.1.1.5 Loops and Oneshots
- 8.1.1.1 A Generic Audio Control
- 8.1.2 Ambient Sounds
- 8.1.2.1 Ambient Loop
- 8.1.2.2 Ambient Random Oneshots
- 8.1.3 Road Sounds
- 8.1.1 Audio Controls
- 8.2 Rail Network Sounds
- 8.2.1 Bogie Sounds
- 8.2.2 Coupling Sounds
- 8.2.3 TrackBedRumble
- 8.2.4 Derailing Sounds
- 8.2.5 Junction Sounds
- 8.2.6 Reverb Sounds
- 8.2.7 Platform Sounds
- 8.2.8 Signal Sounds
- 8.2.9 TransferPoints Sounds
- 8.2.10 Traversers and Turntables
- 8.3 Locomotive Audio
- 8.3.1 Diesel Engine Audio
- 8.3.2 Electric Engine Audio
- 8.3.3 Steam Engine Audio
- 8.3.4 Wagon Audio
- 8.3.5 Cab Audio
- 8.4 Animated Scenery Audio
- 8.5 Weather Audio
- 8.1 Overview of Audio Blueprint
- 9 Section 9 Tutorials
- 9.1 Creating an Engine
- 9.1.1 Creating the Engine Folder Structure
- 9.1.2 Creating the Engine Geometry
- 9.1.3 Creating the Engine Texture
- 9.1.4 Creating the Engine Blueprint
- 9.1.4.1 Creating the Bogie Blueprints
- 9.1.4.2 Creating the Simulation Blueprint
- 9.1.4.3 Creating the Cab Camera Blueprint
- 9.1.4.4 Creating the Train Controls
- 9.1.4.5 Creating the Script Component
- 9.1.4.6 Creating the Fuel Tank
- 9.1.5 Adding the Engine into a Route
- 9.2 Creating a Wagon
- 9.3 Creating a Loft Section
- 9.4 Creating a Scenery Object
- 9.5 Creating a Forward Facing Tree
- 9.6 Adding AWS functionality
- 9.6.1 AWS Functionality
- 9.6.2 Creating the Control Values
- 9.6.3 Control Value - AWS
- 9.6.4 Control Value - AWSReset
- 9.6.5 Control Value - AWSWarnCount
- 9.6.6 Control Value - AWSClearCount
- 9.6.7 Control Value - EmergencyBrake
- 9.1 Creating an Engine
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