Trainz/refs/Content Configuration


 * For a new-user walk-through explaining how to create various types of content, see the index page instead.

Overview of Trainz Content
This page acts as reference manual for all Trainz content, and its legal asset-oriented s (KINDs) and other aggregate s (generally, containers as computer science defines such).

Every Trainz asset from the mighty collection of assets contained in a route to the lowliest scenery item such as imitation grass, the color of a rock or field&mdash;all have two things in common: The list of common legal keyword names (tags, kinds and containers) which begin the definition of the asset found in the TrainzBaseSpec and the satisfactory completion of their applicable requisite data elements in a. Unlike the N3V Games controlled with the narrow focus mainly intended to provide accurate and concise description of the capabilities and configuration of Trainz current-version content, this work, the TWBK aims to cover the relations of the older data forms to the new and the rationales in their evolution, regrouping, or inception. To the new user, particularly those with no familiarity with programming language practices, the information on this page can become a starting point to understanding.

Structure of a Trainz Asset

 * Main basics are covered in:, the beginners and AM&C Config.txt files pages linked (respectively) in the paragraph below:

Each item of Trainz content ("an asset") is created as the contents of a single operating system folder, containing a config.txt file and some number of supporting files and/or folders and their files. Files located in the content folder must obey the Filename character restrictions and each item should be directly relevant to the asset in question. When committed or as in newer Trainz releases, tested for validation before commitment, the asset's folder contents and the will be validated against one another, the ideal minimum definitions will be bounced against those and each must be in balance and correct with respect to one another.

Content Types
Each asset built for the Trainz environment follows a preset template, which defines what tags can be included in the, what capabilities the asset will have, and how the user can manipulate the asset in-game. The following types of custom content are supported by Trainz:

Category Tags
A list Category in content manager (CM) are implemented as an aid to sorting and selecting appropriate content varieties which are classified into groups by N3V loosely based on category-class and. Category-region and category-era are classification tags identifying assets that would be found in a time or place&mdash;note they are not searched by using the category dropdown list, but are separate line entries. Each of these tags have the job of classification, which are used in narrowing down a particular sort of asset search when running Content Manager or such searches can be used to group assets, which are then useful mainly in filters inside Surveyor.

Feedback
- ask here for new config.txt files features

Categories
Categories are the sometimes overlooked superhighways of getting around in a Wiki project, and the user will find these listed are index pages to finding things faintly remembered efficiently and effectively:
 * Category:Asset KIND
 * Category:Config Container
 * Category:Config Tag
 * Category:Content configuration