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	<id>https://wiki.trainzsimulator.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Incredulousmonk</id>
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	<updated>2026-11-05T15:04:03Z</updated>
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	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=CCG/MOSpeedBoard_config&amp;diff=1425</id>
		<title>CCG/MOSpeedBoard config</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=CCG/MOSpeedBoard_config&amp;diff=1425"/>
		<updated>2010-03-28T15:41:48Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: Created page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Chapter 2: Introduction to Kinds, Containers, Tags, and Config.txt files==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KIND: MOSPEEDBOARD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a speed limit sign.&lt;br /&gt;
&lt;br /&gt;
Config.txt:&lt;br /&gt;
 kuid &amp;lt;KUID2:####:#####:1&amp;gt;&lt;br /&gt;
 kind mospeedboard&lt;br /&gt;
 trackside -2.5&lt;br /&gt;
 speedlimit 5.56&lt;br /&gt;
 username&lt;br /&gt;
 description &amp;quot; &amp;quot;&lt;br /&gt;
 trainz-build 2.5&lt;br /&gt;
 category-class “WS”&lt;br /&gt;
 category-region “AU”&lt;br /&gt;
 category-era “2000s”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakdown:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;trackside&lt;br /&gt;
:This is a value that is the distance in meters the object is placed relative to the center of the track. Negative values will put the object on the left side of the track, and positive values will appear on the right.&lt;br /&gt;
;Speedlimit&lt;br /&gt;
:This value is the maximum speed allowed in meters per seconds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To convert miles per hour to meters per second multiply by a conversion factor of 0.447.&amp;lt;br&amp;gt;e.g. 10mph is 4.47 m/s.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To convert kilometers per hour to meters per second multiply by a conversion factor of 0.278.&amp;lt;br&amp;gt;e.g. 10kph is 2.78m/s.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Content_Creator%27s_Guide&amp;diff=1424</id>
		<title>Content Creator&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Content_Creator%27s_Guide&amp;diff=1424"/>
		<updated>2010-03-28T15:40:48Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: Added chapter 2 MOSpeedBoard to see how the config layout would look.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Contents ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter 1: The basics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[CCG/Introduction|Introduction]]&lt;br /&gt;
* [[CCG/New in TC|New in TC]]&lt;br /&gt;
* [[CCG/The Basics of Content Creation|The Basics of Content Creation]]&lt;br /&gt;
* [[CCG/KUID Numbering|KUID Numbering]]&lt;br /&gt;
** [[CCG/KUID Numbering#KUID2 Format|KUID2 Format]]&lt;br /&gt;
** [[CCG/KUID Numbering#User ID Number|User ID Number]]&lt;br /&gt;
** [[CCG/KUID Numbering#Content ID Number|Content ID Number]]&lt;br /&gt;
** [[CCG/KUID Numbering#Version ID Number|Version ID Number]]&lt;br /&gt;
* [[CCG/Trainz Build|Trainz Build]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter 2: Introduction to Kinds, Containers, Tags, and Config.txt files&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[CCG/Kinds|Kinds]]&lt;br /&gt;
* [[CCG/MOSpeedBoard config|Kind: MOSpeedBoard]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lots of other stuff&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter 3: Understanding and using Content Creator Plus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[CCG/Getting Started|Getting Started]]&lt;br /&gt;
* [[CCG/Using Content Creator Plus|Using Content Creator Plus]]&lt;br /&gt;
* [[CCG/Inheritance Template|Inheritance Template]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter 4: Using Content Creator Plus to create a New Asset&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[CCG/Creating a New Asset|Creating a New Asset]]&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=CCG/Kinds&amp;diff=1423</id>
		<title>CCG/Kinds</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=CCG/Kinds&amp;diff=1423"/>
		<updated>2010-03-28T15:09:21Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: Created page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Chapter 2: Introduction to Kinds, Containers, Tags, and Config.txt files==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KINDS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Trainz recognises a number of Kinds of assets. Each Kind has different attributes, allowing different asset functions and behaviour to be used in the simulator.&lt;br /&gt;
&lt;br /&gt;
In creating a new asset, a suitable Kind must be chosen. The following is a list of all the Kinds that may be created in TC, with a brief description.&lt;br /&gt;
&lt;br /&gt;
;Activity: An activity is a scripted scenario, that details the locomotives and rollingstock used in a map, the driver settings, commands and scripts. A train driver can undertake a sequence of planned moves – a scenario.&lt;br /&gt;
;Behavior: A configurable behavior module that forms part of a session.&lt;br /&gt;
;Bogey: Bogeys are locomotive or rolling stock wheel mechanisms, sometimes known as ‘Trucks’. This asset is for attachment to a traincar (locomotive or rollingstock) and can include animation and a shadow model.&lt;br /&gt;
;Bridge: Road or rail bridges and similar assets, as variable length splines. The bridge kind may include initiator and terminator segments, and shadows. The height and gradient of the bridge spline may be varied in Surveyor.&lt;br /&gt;
;Buildable: A variant of Kind Scenery, with similar attributes, but allowing attached track to be used as part of the model. It does not support processes, as used in a Kind Industry&lt;br /&gt;
;Chunky-Track: Track and rails for Trains (the common flexi-track), by defining the cross section shape and properties of the track. It uses a texture file but does not require a 3dsmax or gmax mesh model.&lt;br /&gt;
;Double-Track: Track splines that may place two or more tracks as one model, by specifying the track spacings to be used.&lt;br /&gt;
;DriverCharacter: The locomotive driver character. This specifies the picture icon that appears in Driver for the engine driver.&lt;br /&gt;
;DriverCommand: A command for the train driver to accomplish a specific task.&lt;br /&gt;
;Engine: An engine specification for locomotives and rollingstock, which defines the detailed performance requirements; including throttle requirements, engine and braking performance&lt;br /&gt;
;EngineSound: An engine sound specification, detailing the locomotive engine sound files, referenced by the enginesound tag in a traincar kind.&lt;br /&gt;
;Environment: Additional sky textures, specifying the normal, night and stormy sky images to be used in Trainz&lt;br /&gt;
;FixedTrack: A fixedtrack asset can be likened to a model trains sectional track system. The models may be straight or curved and snap into position when moved onto another track in Surveyor.&lt;br /&gt;
;GroundTexture: A ground texture is tiled in Surveyor to color and cover the base grid. It can optionally reference a low polygon mesh and insert the mesh automatically as the ground is painted.&lt;br /&gt;
;HornSound: A traincar horn sound, referenced by the hornsound tag in a traincar config.txt file. It references the various sound file to be used.&lt;br /&gt;
;Html-Asset: An html-asset example is the ingame tutorial. The config.txt file references one or more .html pages. The html-asset can be referenced from scripts and from some of the Surveyor rules&lt;br /&gt;
;Industry: A scenery asset with product processing functionality. Industry assets interact with compatible rolling stock assets through their script file and asset triggers. An Industry asset supports product queues and attached track&lt;br /&gt;
;Interior: A traincar interior asset. It allows the interior mesh model to be defined, and may have attached levers and controls to operate a locomotive in cab mode. It also creates an interior for rolling stock.&lt;br /&gt;
;Library: Coded modules that interact with other coded modules.&lt;br /&gt;
;Mesh: A mesh that is never referenced through Surveyor panels, but referenced from another asset. It could be referenced through the preview-mesh-kuid tag or as a kind attachment effect, like the red arrows used on fixed-track assets.&lt;br /&gt;
;Mesh-Reducing-Track: Mesh-Reducing-Track is used to create poly efficient splines. The asset consists of a short high detailed mesh and a longer less detailed mesh, based on the same object. The short mesh is displayed when the camera is close to the asset whilst the long mesh is shown when less detail is required, when the viewpoint is further away.&lt;br /&gt;
;MOCrossing: Combined rail and road crossings, that reacts to trains or script control. This allows animation, special lighting effects and attachment points for rail track and roads.&lt;br /&gt;
;MOJunction: Junction control levers, which are attached to track junctions, include sound, and may be offset a specified distance from the track. They can be used to replace the default junction lever.&lt;br /&gt;
;MOSignal: A train signal with lights (coronas). It specifies the aspects the signal is capable of displaying, the light points activated when each state is displayed, and the corona details. The signal may be offset a specified distance from the track.&lt;br /&gt;
;MOSpeedBoard: A Speed limit sign for Trains. It displays the maximum limit (sign texture made by the creator) and the sign may be offset a specified distance from the track. The limit to control train speed is specified in the asset in metres per second.&lt;br /&gt;
;Paintshed-Skin: A reskin texture for a locomotive or rolling stock asset.&lt;br /&gt;
;Paintshed-Template: A template for particular locomotives and rolling stock that may be used in the integrated Paintshed utility. The template may be painted in different colour schemes&lt;br /&gt;
;Pantograph: The animated mechanisms on the roof of electric locomotives that conduct electricity from the catenary (wires) above. It is referenced by the pantograph tag in a traincar config.txt file.&lt;br /&gt;
;Product: An individual product (commodity) that Trainz compatible rolling stock and industry assets are able to process. It specifies the type, unit of measurement and the picture icon that displays the product in the simulator. Produce and materials are product examples.&lt;br /&gt;
;Product-Category: A category class of products (commodities) that Trainz compatible rolling-stock and industry assets are able to process. It specifies the type, unit of measurement and the picture icon that displays the category on Surveyor or Driver. Bulk, liquid, passengers and containers are product category examples.&lt;br /&gt;
;Profile: A Profile is known as a Session in Trainz. This kind creates a session defining a single route with different consists, starting points, and industry outputs. Different sets of trains may be used in each different session.&lt;br /&gt;
;Region: A region is chosen in Surveyor to create a new map or route. This Kind creates a new region in addition to the in-built regions, such as Australia or USA for example. The region can define geographical location, road traffic and weather conditions.&lt;br /&gt;
;Scenery: A basic scenery asset, that supports night lighting, smoke (particle) effects, sound and animation. It is height adjustable and forms the majority of map objects used.&lt;br /&gt;
;Scenery-Trackside: A special scenery asset, attached to rail track, with the offset distance from the track specified in the asset. Examples could include a signal box, or dummy track sign or track object.&lt;br /&gt;
;Steam-Engine: The special engine specification for steam locomotives, which defines the detailed performance requirements, including throttle settings, engine and braking performance, and boiler capacity and steam attributes.&lt;br /&gt;
;Texture: A simple texture as an asset that can be referenced from another asset for example, a custom corona, by reference to its kuid.&lt;br /&gt;
;Texture-Group: Defines a group of textures as an asset that can be referenced from another asset or via scripting.&lt;br /&gt;
;Track: Variable length spline based track, roads, and other scenery items. Tracks may include initiator and terminator segments, and are height adjustable. Other examples include fences, power lines and hedges.&lt;br /&gt;
;TrackSound: A sound asset that is referenced by track or bogeys to play a different sound from the default track/train sound (for example, when a train travels over a bridge or through a tunnel).&lt;br /&gt;
;Traincar: A locomotive or rolling stock item. A traincar specifies the dependant assets (bogey, engine sound, engine specification, pantograph and interior), to make a complete traincar asset.&lt;br /&gt;
;Tunnel: Road and rail tunnel variable length splines. These allow the spline to be placed below ground and usually require an integrated initiator and termination mesh as a tunnel entrance.&lt;br /&gt;
;TurnTable: A turntable asset for moving or rotating traincars, specifying the static and moving part of the turntable. Animated rotation (turntable) and lateral translation (transfer table) assets are supported.&lt;br /&gt;
;Water2: Animated water texture assets.&lt;br /&gt;
&lt;br /&gt;
There is two additional Kinds that are used by Trainz, but may not be created from within [[Content Creator Plus]] (CCP):&lt;br /&gt;
&lt;br /&gt;
;Map Kind: A map kind needs a number of files to be created when saving from Surveyor. This is not possible from within [[Content Creator Plus|CCP]]. However, a Map Kind created in Surveyor may be edited in [[Content Creator Plus|CCP]], for instance, to add specific car Kuids to the Map file. These cars will then be mixed with the default in-built cars on roads in the map.&lt;br /&gt;
;Displacements: This is a special Kind that is not created in [[Content Creator Plus|CCP]] as it does not require a config.txt file. Displacement maps are used to create the differing height/depth and shape of an area of terrain, based on shades of grey in a .bmp file.&lt;br /&gt;
:The graphic file is placed in the Displacements directory under the installed Custom directory in Trainz. This is the only instance where the Custom directory is used in TC.&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Content_Creator%27s_Guide&amp;diff=1395</id>
		<title>Content Creator&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Content_Creator%27s_Guide&amp;diff=1395"/>
		<updated>2010-03-24T17:24:15Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: Added more entries.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz Classics&amp;lt;br&amp;gt;&lt;br /&gt;
Content Creator’s Guide&amp;lt;br&amp;gt;&lt;br /&gt;
Version 3 June 2007&amp;lt;br&amp;gt;&lt;br /&gt;
Copyright© Auran Pty Ltd 2007&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Content Creator’s Guide is for the Trainz Classics (TC) release. There have been a number of changes to Trainz in the Trainz Classics version. A number of sound issues have been corrected, and new tags and functions added.&lt;br /&gt;
&lt;br /&gt;
This document is based on the TRS2006 release, and to provide a concise list and description of the amendments for content creation, all changes to the TRS2006 document are included in Appendix D. For the first release of the Trainz Classics series, this issue of the Content Creator’s Guide will be known as Version 3.&lt;br /&gt;
&lt;br /&gt;
Further updates may be available from time to time on our website. http://www.trainzclassics.com&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter 1: The basics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[CCG/Introduction|Introduction]]&lt;br /&gt;
* [[CCG/New in TC|New in TC]]&lt;br /&gt;
* [[CCG/The Basics of Content Creation|The Basics of Content Creation]]&lt;br /&gt;
* [[CCG/KUID Numbering|KUID Numbering]]&lt;br /&gt;
** [[CCG/KUID Numbering#KUID2 Format|KUID2 Format]]&lt;br /&gt;
** [[CCG/KUID Numbering#User ID Number|User ID Number]]&lt;br /&gt;
** [[CCG/KUID Numbering#Content ID Number|Content ID Number]]&lt;br /&gt;
** [[CCG/KUID Numbering#Version ID Number|Version ID Number]]&lt;br /&gt;
* [[CCG/Trainz Build|Trainz Build]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter 2: Introduction to Kinds, Containers, Tags, and Config.txt files&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[CCG/Kinds|Kinds]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lots of other stuff&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter 3: Understanding and using Content Creator Plus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[CCG/Getting Started|Getting Started]]&lt;br /&gt;
* [[CCG/Using Content Creator Plus|Using Content Creator Plus]]&lt;br /&gt;
* [[CCG/Inheritance Template|Inheritance Template]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter 4: Using Content Creator Plus to create a New Asset&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[CCG/Creating a New Asset|Creating a New Asset]]&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=CCG/Using_Content_Creator_Plus&amp;diff=1394</id>
		<title>CCG/Using Content Creator Plus</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=CCG/Using_Content_Creator_Plus&amp;diff=1394"/>
		<updated>2010-03-24T17:21:43Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: Created page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==CHAPTER 3: Understanding and using Content Creator Plus==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using Content Creator Plus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Creating a new Asset===&lt;br /&gt;
&lt;br /&gt;
In the “Content Manager Plus Program”, clicking on the New button will open Content Creator Plus and display the “New Asset” window, from which you can select a base Kind to use as a template.&lt;br /&gt;
&lt;br /&gt;
[[Image:CCGFigure3-6.png|CCP new asset window]]&lt;br /&gt;
&lt;br /&gt;
The displayed list shows all the asset Kinds supported by Trainz. Click on the name of the Kind that you want to create and the program will generate the basic config.txt structure for that kind, using the mandatory tags. You may also add additional optional tags and containers to your config.txt file for a more complex asset.&lt;br /&gt;
&lt;br /&gt;
Refer also to the [[CCG/Getting Started#4. Error Message Box|notes]] for containers and tags that are required for the model to function correctly.&lt;br /&gt;
&lt;br /&gt;
===The Working Directory===&lt;br /&gt;
&lt;br /&gt;
When you are creating or editing an asset with Content Creator Plus, all of your content exists in a temporary “working directory” which is located in your “.\editing” folder within your Trainz install. Assets in this folder are considered “open for editing”.&lt;br /&gt;
&lt;br /&gt;
All files required by your new model MUST be placed in your temporary working directory.&lt;br /&gt;
&lt;br /&gt;
You can open this folder by selecting “Edit|Edit in Explorer” from the main menu bar. Note that the name of the folder may be of the form “edit nfd0hk9y6”. After you have given the asset a username, saved the config.txt file, and committed the asset, the directory name will change to the selected username when you next reopen it in Explorer.&lt;br /&gt;
&lt;br /&gt;
===Formats for entering Tag Data===&lt;br /&gt;
&lt;br /&gt;
Tags require different forms of entry depending on the type of data required. Some tags require a simple text string, while others will require more complex data like a Vector, a float list or a Boolean value.&lt;br /&gt;
&lt;br /&gt;
====String, floating point numbers or integers====&lt;br /&gt;
&lt;br /&gt;
These three data types are simple text or numeric values.&lt;br /&gt;
&lt;br /&gt;
A string is a basic text field, a Floating point number (or float) is a number that includes a decimal point, while and integer is a numeric value with no decimal point (whole number). The value placed in the text box will be directly associated with the tag.&lt;br /&gt;
&lt;br /&gt;
====Vector====&lt;br /&gt;
&lt;br /&gt;
A vector is a series of values. A vector may have any number of values depending on the type of data it stores, for example a vector3 will display three separate text boxes, one for each value.&lt;br /&gt;
&lt;br /&gt;
====Float list entry====&lt;br /&gt;
&lt;br /&gt;
A float list for a tag will take a series of floating point number values.&lt;br /&gt;
&lt;br /&gt;
[[Image:CCGFigure3-7.png|Float list entry]]&lt;br /&gt;
&lt;br /&gt;
The list above includes a series of four floats, each of which can be removed if required. Additional values may be added to the list by clicking on the add button.&lt;br /&gt;
&lt;br /&gt;
====KUIDs====&lt;br /&gt;
&lt;br /&gt;
The KUID entry is made up of three different parts: The user ID, the content ID and the version ID.&lt;br /&gt;
&lt;br /&gt;
[[Image:CCGFigure3-8.png|KUID]]&lt;br /&gt;
&lt;br /&gt;
KUIDs are handled internally, and are unable to be edited directly.&lt;br /&gt;
&lt;br /&gt;
====Boolean Entry====&lt;br /&gt;
&lt;br /&gt;
A Boolean entry is a simple true or false value. It is represented by a tick box.&lt;br /&gt;
&lt;br /&gt;
[[Image:CCGFigure3-9.png|Boolean entry]]&lt;br /&gt;
&lt;br /&gt;
Clicking with the Left Mouse button in the box will toggle the tick mark on or off. A tick represents “True” or “1”.&lt;br /&gt;
&lt;br /&gt;
====Data choices====&lt;br /&gt;
&lt;br /&gt;
Where a large list of choices is offered, it is convenient for CCP to display the available selections in a combo box.&lt;br /&gt;
&lt;br /&gt;
Open the box and select a value by clicking on that value with the Left mouse button. A tick-mark is shown in the box. You may select multiple choices by ticking additional boxes in the list. The category-region or category-era are examples of multiple selection options, while the category-class is a single selection from a drop down box.&lt;br /&gt;
&lt;br /&gt;
[[Image:CCGFigure3-10.png|Data choices]]&lt;br /&gt;
&lt;br /&gt;
====File Browser====&lt;br /&gt;
&lt;br /&gt;
Clicking on the “...” button adjacent to an appropriate tag with the Left mouse button will open the file browser. The file browser is used to locate the files you wish to use in your asset.&lt;br /&gt;
&lt;br /&gt;
[[Image:CCGFigure3-11.png|File browser]]&lt;br /&gt;
&lt;br /&gt;
Once the file is located, click on the “Open” button and the field will be filled with the path for the file you have selected.&lt;br /&gt;
&lt;br /&gt;
Remember that your files must be placed in the working directory.&lt;br /&gt;
&lt;br /&gt;
The file type selections in the browser will reflect the types that are required to fill the dialog box. For example, a mesh dialog box offers a choice between “ *.im, *.lm, and *.lm.txt” types, whereas a script will allow files with “*.gs or *.gse” extensions to be selected.&lt;br /&gt;
&lt;br /&gt;
====New Assets====&lt;br /&gt;
&lt;br /&gt;
Some tags (typically images, scripts or HTML assets) will have an adjacent “New” button when the entry box is empty.&lt;br /&gt;
&lt;br /&gt;
[[Image:CCGFigure3-12.png|New asset]]&lt;br /&gt;
&lt;br /&gt;
Clicking on the “New” button will allow you to create a new asset of the appropriate kind, and will automatically create the necessary files and load them into your editor of choice (specified in your windows settings, for example Photoshop may be your default image editor).&lt;br /&gt;
&lt;br /&gt;
If these tags are populated, the “New” button is replaced with an “Edit” button, which will open the asset in your default editor.&lt;br /&gt;
&lt;br /&gt;
====Asset Browser====&lt;br /&gt;
&lt;br /&gt;
Some fields require a link to other assets. For simplicity, a list of relevant assets is presented from which the user can select their desired asset, in the Asset Browser.&lt;br /&gt;
&lt;br /&gt;
For convenience, the top drop down selection box filters assets by type, to simplify searching and selection.&lt;br /&gt;
&lt;br /&gt;
Browse through the list of installed assets, or type in a partial name in the search box (second top box) to locate the asset required. Once you have found the asset you wish to use, Left click on the “Select” button. This will internally store the asset KUID. A null KUID may alternatively be selected where required. Note that the kuid for an asset is not displayed, usernames are used for simplification. Care should be used in selecting assets where the same username has been used for different assets - it may be convenient to locate the required asset in CMP to verify selections.&lt;br /&gt;
&lt;br /&gt;
[[Image:CCGFigure3-13.png|Asset browser]]&lt;br /&gt;
&lt;br /&gt;
====String Asset Browser====&lt;br /&gt;
&lt;br /&gt;
The string asset (KUID) browser works similarly to the KUID browser, with the additional ability to change the actual name of the tag.&lt;br /&gt;
&lt;br /&gt;
Refer to the [[CCG/Getting Started|Getting Started]] section for additional information on saving files and error checking, and to Chapter 4 for detailed information on creating a new asset.&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=CCG/Inheritance_Template&amp;diff=1393</id>
		<title>CCG/Inheritance Template</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=CCG/Inheritance_Template&amp;diff=1393"/>
		<updated>2010-03-24T17:19:03Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: Created page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==CHAPTER 3: Understanding and using Content Creator Plus==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inheritance Template&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The model asset Kinds have a certain relationship to each other. The following chart shows how these are related, the way the classes are inherited in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:CCGFigure3-14.PNG|CCG inheritance template]]&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-14.PNG&amp;diff=1392</id>
		<title>File:CCGFigure3-14.PNG</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-14.PNG&amp;diff=1392"/>
		<updated>2010-03-24T17:17:28Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: CCG chapter 3 figure 14&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CCG chapter 3 figure 14&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-13.png&amp;diff=1391</id>
		<title>File:CCGFigure3-13.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-13.png&amp;diff=1391"/>
		<updated>2010-03-24T17:17:09Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: CCG chapter 3 figure 13&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CCG chapter 3 figure 13&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-12.png&amp;diff=1390</id>
		<title>File:CCGFigure3-12.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-12.png&amp;diff=1390"/>
		<updated>2010-03-24T17:16:52Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: CCG chapter 3 figure 12&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CCG chapter 3 figure 12&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-11.png&amp;diff=1389</id>
		<title>File:CCGFigure3-11.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-11.png&amp;diff=1389"/>
		<updated>2010-03-24T17:16:32Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: CCG chapter 3 figure 11&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CCG chapter 3 figure 11&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-10.png&amp;diff=1388</id>
		<title>File:CCGFigure3-10.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-10.png&amp;diff=1388"/>
		<updated>2010-03-24T17:16:15Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: CCG chapter 3 figure 10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CCG chapter 3 figure 10&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-9.png&amp;diff=1387</id>
		<title>File:CCGFigure3-9.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-9.png&amp;diff=1387"/>
		<updated>2010-03-24T17:15:57Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: CCG chapter 3 figure 9&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CCG chapter 3 figure 9&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-8.png&amp;diff=1386</id>
		<title>File:CCGFigure3-8.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-8.png&amp;diff=1386"/>
		<updated>2010-03-24T17:15:37Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: CCG chapter 3 figure 8&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CCG chapter 3 figure 8&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-7.png&amp;diff=1385</id>
		<title>File:CCGFigure3-7.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-7.png&amp;diff=1385"/>
		<updated>2010-03-24T17:15:11Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: CCG chapter 3 figure 7&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CCG chapter 3 figure 7&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-6.png&amp;diff=1384</id>
		<title>File:CCGFigure3-6.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-6.png&amp;diff=1384"/>
		<updated>2010-03-24T17:14:44Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: CCG chapter 3 figure 6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CCG chapter 3 figure 6&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=CCG/Getting_Started&amp;diff=1381</id>
		<title>CCG/Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=CCG/Getting_Started&amp;diff=1381"/>
		<updated>2010-03-23T21:29:56Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: Created page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==CHAPTER 3: Understanding and using Content Creator Plus==&lt;br /&gt;
&lt;br /&gt;
The purpose of this chapter is to introduce users to Content Creator Plus, a powerful program used to generate and validate “config.txt” files. Content Creator Plus is intended for in-experienced content creators, however a degree of understanding regarding kinds and containers is assumed. Please refer to other Chapters in this document for assistance in familiarising yourself with the requirements and structures of containers and tags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Getting Started&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Main Screen===&lt;br /&gt;
&lt;br /&gt;
The main screen is divided into a number of areas:&lt;br /&gt;
&lt;br /&gt;
[[Image:CCGFigure3-1.png|CCG main screen]]&lt;br /&gt;
* 1. Tree View&lt;br /&gt;
* 2. Tag space&lt;br /&gt;
* 3. 3D Viewport (only visible when a mesh is selected)&lt;br /&gt;
* 4. Error Message Box.&lt;br /&gt;
&lt;br /&gt;
===1. Tree View===&lt;br /&gt;
&lt;br /&gt;
When an existing config.txt file is loaded, the program will “parse” the text file and gather 2 different sorts of information: the tags and the containers. The tags are values being assigned to a property, and a container is a section of the config.txt that groups a number of tags or other containers.&lt;br /&gt;
&lt;br /&gt;
With many possible tags and containers, the best way to manage the containers is to display them in a tree view hierarchy (like the tree view of Explorer for example). The diagram below is a section of the tree view for a Kind traincar model:&lt;br /&gt;
&lt;br /&gt;
[[Image:CCGFigure3-2.png|CCG main screen tree view]]&lt;br /&gt;
&lt;br /&gt;
The top “node” or Kind may be called traincar for example, and is the main container for the complete config.txt file. Traincar is the name of the Kind that we are currently creating (for example, if we were making a bogey, it would be listed as “bogey”). Under this main container are other sub containers in the config.txt file.&lt;br /&gt;
&lt;br /&gt;
The tree may be freely expanded or collapsed (by clicking with the Left mouse button on the plus or minus symbols). When you click on one of the nodes, it will load the tags that are included for that container in the tag space, so you can add new entries or edit existing values. Left clicking on the node icon will select that node, whilst Left clicking the node name will select the node for renaming, if allowed (some names are reserved).&lt;br /&gt;
&lt;br /&gt;
When you click with the Right mouse button on one of the nodes, a contextual menu will pop up with four different sections:&lt;br /&gt;
&lt;br /&gt;
[[Image:CCGFigure3-3.png|CCG main screen tree view popup menu]]&lt;br /&gt;
&lt;br /&gt;
Sub-Containers: The first section is the available sub-container section. This section shows which sub-containers you may add to the opened container. Select a sub-container by clicking on it with the Left mouse button. Depending on the type of container added, when you click with the Left mouse button on the new container name, a number of compulsory entry dialog boxes may appear. The diagram above shows the containers and tags available under a mesh container.&lt;br /&gt;
&lt;br /&gt;
Tags: The second section is the tag section. This shows you the list of non-compulsory tags (a non-compulsory tag is an optional tag for additional functionality). When you click on one of the choices with the Left mouse button, it will be added to the tag space that represents the container. You may also delete any non-compulsory tags.&lt;br /&gt;
&lt;br /&gt;
Rename: The rename option allows you to change the name of a container, unless it is a reserved name.&lt;br /&gt;
&lt;br /&gt;
Remove: The remove option allows you to delete an unwanted container from the config.txt file. This is particularly useful if you are editing a config.txt from an existing asset to create a new asset. Click on a container name with the Right mouse button to open the options for the container, and select an item using the Left mouse button.&lt;br /&gt;
&lt;br /&gt;
===2. Tag Space===&lt;br /&gt;
&lt;br /&gt;
This section of the program displays the content of a container. It dynamically changes as you either select different containers or add\delete tags.&lt;br /&gt;
&lt;br /&gt;
Selected tags may have a variety of buttons placed adjacently:&lt;br /&gt;
&lt;br /&gt;
[[Image:CCGFigure3-4.png|CCG main screen tag space]]&lt;br /&gt;
&lt;br /&gt;
Tag Name: The name of every mandatory and\or user selected tag will be displayed on the left hand side of the space.&lt;br /&gt;
&lt;br /&gt;
Tag Value: The value stored in the selected tag - initially shows blank for a new asset.&lt;br /&gt;
&lt;br /&gt;
Load: This button will let you select a file or asset (depending on the tag type) which will be loaded into the Tag Value display.&lt;br /&gt;
&lt;br /&gt;
View in Content Manager Plus: This button will open Content Manager Plus and allow you to find and select an asset, or for an already selected asset, will show you that asset. Because the assets are loaded using their username, it allows you to verify that the selection is the one intended.&lt;br /&gt;
&lt;br /&gt;
Delete: Removes the selected tag from the working config.txt.&lt;br /&gt;
&lt;br /&gt;
===3. 3D Viewport===&lt;br /&gt;
&lt;br /&gt;
When a mesh is referenced for the model, you need to specify a mesh file. Clicking on the “...” button will allow you to browse for the filename. The program will load the referenced mesh file, and display it in the 3D viewport. This viewport only appears in Content Manager Plus when a valid mesh is loaded.&lt;br /&gt;
&lt;br /&gt;
[[Image:CCGFigure3-5.png|CCG main screen 3D viewport]]&lt;br /&gt;
&lt;br /&gt;
Buttons below the viewport allow the camera to be moved, rotated or zoomed. Alternatively, you can control the model with your mouse by interacting directly with the 3D Viewport.&lt;br /&gt;
&lt;br /&gt;
: Use the Mousewheel to zoom in and out&lt;br /&gt;
: Hold the Left mouse button down and drag to move the display&lt;br /&gt;
: Hold the Right mouse button down to drag to rotate the display&lt;br /&gt;
&lt;br /&gt;
===4. Error Message Box===&lt;br /&gt;
&lt;br /&gt;
When you load or save a config.txt file, the program will validate your data input to make sure that everything is correct. The error box is used to output error\warning messages to the user to assist error checking if the model is not working in Trainz.&lt;br /&gt;
&lt;br /&gt;
Clicking on an error message within CCP with the Left mouse button will jump to the relevant tag in the config.txt file (in CCP) that is causing the error.&lt;br /&gt;
&lt;br /&gt;
You can also Right click on the message, which will bring up a contextual menu that will let you copy the error message to the clipboard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Trainz offers many options (containers and tags) for an asset, and a user may select those that are considered appropriate for a particular Kind. CCP may not prompt you for a container or tag that is required to make the asset fully functional in Trainz.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example, normally a traincar requires a reference to a bogey; if you neglect to select the appropriate bogey container for the asset, no error message will be displayed, but the asset may not show or operate correctly in Trainz. Using mandatory tags only may not be sufficient for an asset to operate correctly (or to your expectation) in Trainz.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please refer to the chapters on Kinds, Containers, Tags and asset examples for guidance on the containers and tags required for a particular Kind.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-5.png&amp;diff=1380</id>
		<title>File:CCGFigure3-5.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-5.png&amp;diff=1380"/>
		<updated>2010-03-23T21:21:05Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: CCG chapter 3 figure 5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CCG chapter 3 figure 5&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-4.png&amp;diff=1379</id>
		<title>File:CCGFigure3-4.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-4.png&amp;diff=1379"/>
		<updated>2010-03-23T21:20:44Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: CCG chapter 3 figure 4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CCG chapter 3 figure 4&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-3.png&amp;diff=1378</id>
		<title>File:CCGFigure3-3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-3.png&amp;diff=1378"/>
		<updated>2010-03-23T21:20:20Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: CCG chapter 3 figure 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CCG chapter 3 figure 3&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-2.png&amp;diff=1377</id>
		<title>File:CCGFigure3-2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-2.png&amp;diff=1377"/>
		<updated>2010-03-23T21:20:00Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: CCG chapter 3 figure 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CCG chapter 3 figure 2&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-1.png&amp;diff=1376</id>
		<title>File:CCGFigure3-1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=File:CCGFigure3-1.png&amp;diff=1376"/>
		<updated>2010-03-23T21:19:25Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: CCG chapter 3 figure 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CCG chapter 3 figure 1&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=CCG/Trainz_Build&amp;diff=1375</id>
		<title>CCG/Trainz Build</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=CCG/Trainz_Build&amp;diff=1375"/>
		<updated>2010-03-21T17:16:14Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: Created page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==CHAPTER 1: The Basics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINZ Build&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Trainz build is the numbering system allocated to each released version of Trainz. Content may be created for different versions, making use of the newer functions in a more recent release. Consequently, some models will not function in earlier versions of the simulator.&lt;br /&gt;
&lt;br /&gt;
It is important for models to list the version of Trainz for which they are compatible. For older Trainz builds, this is done by entering a Trainz-Build number in the model config.txt file. The Content Creator Plus module will automatically add the correct trainz-build 2.5 to the config.txt file.&lt;br /&gt;
&lt;br /&gt;
A model constructed for an older version may function in a newer version, but this is not guaranteed, as there have been amendments made to subsequent versions. Likewise, a model using the latest functions will not work in an earlier version.&lt;br /&gt;
&lt;br /&gt;
The Download Station identifies which version of Trainz you have installed and when you use the Download Helper option, it will not allow the download of a more recent model that is incompatible with your version.&lt;br /&gt;
&lt;br /&gt;
The approved Trainz-Build version numbers are;&lt;br /&gt;
* trainz-build 1.3 for Trainz&lt;br /&gt;
* trainz-build 1.5 for Ultimate Trainz Collection&lt;br /&gt;
* trainz-build 2.4 for Trainz Railroad Simulator 2004&lt;br /&gt;
* trainz-build 2.5 for Trainz Railroad Simulator 2006&lt;br /&gt;
* trainz-build 2.6 for Trainz Railroad Simulator 2006, SP1&lt;br /&gt;
* trainz-build 2.7 for Trainz Classics&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=CCG/KUID_Numbering&amp;diff=1374</id>
		<title>CCG/KUID Numbering</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=CCG/KUID_Numbering&amp;diff=1374"/>
		<updated>2010-03-21T17:15:01Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: Created page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==CHAPTER 1: The Basics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KUID Numbering&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A KUID is a unique number allocated to all content created for Trainz and can be thought of as a bar code.&lt;br /&gt;
&lt;br /&gt;
===KUID2 Format===&lt;br /&gt;
&lt;br /&gt;
The KUID format in TC follows the standard adopted in TRS2004, and takes the form of three Identification Numbers (ID) each separated by a colon.&lt;br /&gt;
&lt;br /&gt;
The breakdown of the KUID system is as follows:&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;KUID2:User_ID:Content_ID:Version_ID&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example of a Kuid number with actual figures:&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;KUID2:171456:38001:1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===User ID Number===&lt;br /&gt;
&lt;br /&gt;
The number 171456 after the KUID2 is the USER_ID of the content creator.&lt;br /&gt;
&lt;br /&gt;
When you registered Trainz with the Planet Auran website, you would have been issued with your USER_ID. This is the number you should have entered into Trainz as your USER_ID.&lt;br /&gt;
&lt;br /&gt;
Planet Auran may be found by clicking with the left mouse button on the Profil button in the top task bar of the Forum page, or visiting the website:&lt;br /&gt;
&lt;br /&gt;
https://www.auran.com/planetauran/login_f.php&lt;br /&gt;
&lt;br /&gt;
Every member of the Trainz community who is a member of Planet Auran has a USER_ID. Now, you may be wondering why you need a USER_ID if you don’t intend to make any content for Trainz. If you intend to make a layout (route or map) at some point in time and you’d like to share that layout with your friends or other community members, then you are in fact a content creator.&lt;br /&gt;
&lt;br /&gt;
===Content ID Number===&lt;br /&gt;
&lt;br /&gt;
The middle number is the CONTENT_ID.&lt;br /&gt;
&lt;br /&gt;
This is a number that the content creator assigns to each creation to uniquely identify it, in previous Trainz builds. In TC, the Content Creator Plus module will automatically assign a CONTENT_ID when you create a new asset. It will not repeat a number, and keeps track of all content numbers installed, so you do not have to keep a separate list or spreadsheet of CONTENT_ID numbers for your model assets.&lt;br /&gt;
&lt;br /&gt;
A CONTENT_ID number is also assigned automatically when you save a layout (map).&lt;br /&gt;
&lt;br /&gt;
The combination of a creator’s USER_ID and the CONTENT_ID is unique, and will not conflict with assets created by others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Previous versions of Trainz used Content ID Ranges for KUID creation. The automatic assignment of CONTENT_ID numbers in TC has obsoleted the need for, or the usefullness of, a specific range of numbers for different kinds of assets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Version ID Number===&lt;br /&gt;
&lt;br /&gt;
The third number is the asset Version_ID number. The default for all assets is 0 e.g. &amp;lt;KUID2:xxx:yyyyy:0&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Should this asset require revisions after release to the Trainz Download Station, the Version ID for each subsequent revision may be updated as follows:&lt;br /&gt;
: First revision &amp;lt;KUID2:xxx:yyyyy:1&amp;gt;&lt;br /&gt;
: Second revision &amp;lt;KUID2:xxx:yyyyy:2&amp;gt;&lt;br /&gt;
: Third revision &amp;lt;KUID2:xxx:yyyyy:3&amp;gt; Etc.&lt;br /&gt;
&lt;br /&gt;
The maximum version number is 127. After the maximum version number is used (rare) a new Content ID needs to be allocated for this asset, and the previous one needs to be added to the obsolete-table.&lt;br /&gt;
&lt;br /&gt;
To make a new version asset, in CMP right click on the asset and select “Create New Version”. The version number will be incremented in the new model. Trainz will use the highest version number found for the asset. Obsoleting a KUID2 asset of the same content ID number does not require the use of the obsolete table.&lt;br /&gt;
&lt;br /&gt;
Obsoleting is a process of replacing a previous item with a more recent one, for updating, improving, or replacing a faulty model.&lt;br /&gt;
&lt;br /&gt;
Example 1:&amp;lt;br&amp;gt;&lt;br /&gt;
A model &amp;lt;KUID2:171456:38001:3&amp;gt; is to be replaced by a newer version. The new number &amp;lt;KUID2:171456:38001:4&amp;gt; is used in the new config.txt file. The previous model will be replaced (obsoleted).&lt;br /&gt;
&lt;br /&gt;
Example 2:&amp;lt;br&amp;gt;&lt;br /&gt;
A model &amp;lt;KUID:171456:27001&amp;gt; (UTC version) is to be replaced, using the new KUID2 format, and with a new number, &amp;lt;KUID2:171456:27002:1&amp;gt;. Note the new content ID number is different from the original asset.&lt;br /&gt;
&lt;br /&gt;
In this case, the obsolete table container is used to show the old model KUID to be obsoleted. In this way, the new KUID is linked to that of the older asset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important Notes:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1. &amp;lt;KUID2:xxx:yyyyy:0&amp;gt; is exactly equal to &amp;lt;KUID:xxx:yyyyy&amp;gt; in the old KUID format. These will be read as duplicates should they be used simultaneously.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2. Similarly, &amp;lt;KUID2:xxx:yyyyy:1&amp;gt; acts as a KUID2 format obsoletion of &amp;lt;KUID:xxx:yyyyy&amp;gt; .&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3. Using the zero, “0” as the first version is acceptable, however the display on the Download Station, and the installed file will be in the UTC KUID format, without the KUID2 format display. It is recommended that you start the numbering at one, “1” if this is a problem to you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;4. The Download Station displays a History of obsoleted models. If an obsoleted model has never been placed on the Download Station, do not include it in your obsolete table, it will result in a History error notification when you try to upload the asset.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;5. While you may use leading zeros in the KUID system, a version “02” will be the same as “002” or “2”, and the zeros will be truncated. It is recommended not to use any leading zeros.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An asset placed in your map will display (show as) the latest installed version. When retrieving an asset from the Download Station, the newest version will be automatically provided, and the Download Station will display a History tag for the model versions. For further examples of the use of the obsolete-table, refer to Chapter 2.&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=CCG/The_Basics_of_Content_Creation&amp;diff=1373</id>
		<title>CCG/The Basics of Content Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=CCG/The_Basics_of_Content_Creation&amp;diff=1373"/>
		<updated>2010-03-21T17:13:58Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: Created page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==CHAPTER 1: The Basics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Basics of Content Creation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Creating new content for Trainz is generally a seven-step process.&lt;br /&gt;
&lt;br /&gt;
===1. Research===&lt;br /&gt;
&lt;br /&gt;
The research step involves finding out all the relevant information that you can about the item you wish to create. Research usually covers the accumulation of data about the content in question. The information needed may cover technical drawings of front, side and top, performance specifications (for loco engines), and photo’s for texture reference.&lt;br /&gt;
&lt;br /&gt;
You will generally find that much of this information can be obtained by searching on the Internet. You should also be aware of, and comply with, any copyright issues on information obtained, including pictures, textures and information.&lt;br /&gt;
&lt;br /&gt;
===2. Create a Mesh (.im file)===&lt;br /&gt;
&lt;br /&gt;
An .im file is an Indexed Mesh. These files are created by exporting from ‘3D Studio Max’ (3dsmax) or ‘gmax’ using an Auran Jet Trainz plugin. 3dsmax requires a plugin to be separately installed, available for versions 4 and 5 from the Auran website:&lt;br /&gt;
http://www.auran.com/TRS2004/downloads/contentcreation/TRS_Max4_Plugin_Bump.zip&lt;br /&gt;
&lt;br /&gt;
Gmax is a program created by Discreet as a game-specific version of their ‘3D Studio Max’ program. Gmax is available for free download from:&lt;br /&gt;
http://www.turbosquid.com/gmax.&lt;br /&gt;
&lt;br /&gt;
In order to use gmax with Trainz you will also need to download the Trainz ‘Content Creation Pack’ from the Auran website:&lt;br /&gt;
http://www.auran.com/trainz/creation/Trainz_Asset_Creation_Studio.zip&lt;br /&gt;
&lt;br /&gt;
After installing and registering gmax, this pack installs into gmax and will enable you to export content directly into the .im file format that Trainz uses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Previous versions of Trainz used a ‘Progressive Mesh’ file ( .pm ). Due to the new mesh reduction in TRS (‘Level of Detail’ mesh reduction) only .im files are used, progressive mesh files are obsolete. These files will still function in TC, but for new models, the .im format should be used.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So what is 3dsmax or gmax? These are 3D modeling programs that enable you to make things such as locomotives, items of rolling stock or scenery and trackside accessories. They are quite complex programs, and you can expect a steep learning curve should you decide to dive in and learn asset creation. However, on the plus side, the benefits are well worth it, and if you take the time to learn it well, you will certainly be able to create some masterpieces.&lt;br /&gt;
&lt;br /&gt;
The free gmax program lacks a few features of 3dsmax, notably a rendering option that allows you to see a rendered picture of the mesh asset in the program, while being developed, and the ability to export specular lighting and bump mapped textures. These exports enhance the visual effects of a locomotive boiler for instance, but nevertherless, gmax is able to do most things that a creator wishes, for models in Trainz.&lt;br /&gt;
&lt;br /&gt;
===3. Create textures===&lt;br /&gt;
&lt;br /&gt;
Creating textures for your assets is a very important part of the content creation process. Making good textures is one of the hardest things to do, but they can be the difference between a good-looking model and a great looking model.&lt;br /&gt;
&lt;br /&gt;
Textures are created for Trainz using any 3rd party program that supports the creation of 2D art, like Adobe Photoshop or Paint Shop Pro.&lt;br /&gt;
&lt;br /&gt;
There are a number of free programs that may be available, but they may lack the functionality of the commercial programs.&lt;br /&gt;
&lt;br /&gt;
There are special requirements for texture types and sizes for models, details are given in this document.&lt;br /&gt;
&lt;br /&gt;
===4. Create a ‘Config.txt’ file (config.txt file).===&lt;br /&gt;
&lt;br /&gt;
Each and every item of content for Trainz has it’s own config.txt file. This file is a human-readable text file included with its corresponding item of content. Depending on what the item of content is will determine the necessary contents of the text file, but it will always contain a unique KUID, (a KUID is an identification serial code defined a little later in this document), a description and other information to make the model recognised by, and function in, Trainz.&lt;br /&gt;
&lt;br /&gt;
Items of content created for Trainz are always assigned to a group of content called a KIND. A KIND is a type of content that has particular properties that Trainz recognizes. For example, one type of KIND is a TRACK. Trainz understands that items of content that belong to a group of this KIND define where locomotives and rolling stock travel, the “steel rails” for trains (of course some modern trains do not have “steel rails”, the Maglev for instance). Other KINDs are listed later in this document.&lt;br /&gt;
&lt;br /&gt;
The config.txt file also includes a number of statements for content categories, time eras, Trainz Build, a list of items that the model may depend on (a KUID list of dependencies) and other instructions defining how the asset will behave in Trainz, or assist the Download Station to manage the content.&lt;br /&gt;
&lt;br /&gt;
These instructions are called “tags” and a number of “tags” may be grouped functionally into “containers” within the config.txt file. Refer to examples later in this document.&lt;br /&gt;
&lt;br /&gt;
Previous versions of Trainz required the config.txt file to be generated by a text editor such as Notepad, and saved as UTF-8 code, not ANSI. This encoding option is available from the save dialogue box. Programs such as MS Word that can introduce unwanted formatting, including non standard quotation marks, are not to be used.&lt;br /&gt;
&lt;br /&gt;
While it is possible to generate a config.txt file in this manner for TC, the Content Creator Plus module will do this work for you when you enter the appropriate data.&lt;br /&gt;
&lt;br /&gt;
This document gives details on how to create mesh and texture files, the config.txt file using the Content Creator Plus module, and how to incorporate them into the Trainz program.&lt;br /&gt;
&lt;br /&gt;
===5. Incorporate your asset into TC===&lt;br /&gt;
&lt;br /&gt;
Previous versions of Trainz relied on a special directory (Downloads) where downloaded assets were stored. When Trainz initially started it added these files to a “cache”. Subsequently, starting Trainz loaded this cache, which shortened the loading time considerably. Each time a new asset was installed, the cache was recalculated. If the Download Station Helper were used, the cach was automatically recalculated after every asset install.&lt;br /&gt;
&lt;br /&gt;
Previous versions of Trainz also used a separate Custom model directory, to hold your newly created model files. This directory was not included in the cache, and each time Trainz started, files in this directory needed to be added to the cache of downloaded and installed models. If you had many models placed in this Custom directory, Trainz could be very slow in loading.&lt;br /&gt;
&lt;br /&gt;
TC does not use the installed Downloads directory nor the Custom directory for models (except for Displacement Kinds). All model assets are encrypted and incorporated in Trainz as a total asset database. This makes for very fast load times, but can restrict easy access to your files.&lt;br /&gt;
&lt;br /&gt;
Briefly, when a new asset is created, Content Creator Plus (CCP) creates a directory for the new asset under the “editing” directory in your installed Trainz, and saves a config.txt file in Explorer. This newly created directory can then be located, and files may be placed or exported for the asset mesh and textures. Even if the model is only partly constructed, it can be viewed in Trainz, by “committing” the asset into the database. The directory is then removed automatically, and Trainz can be launched to see the model.&lt;br /&gt;
&lt;br /&gt;
On exiting Trainz, CCP can re-open the directory for work to continue on the model and files if you wish. This process will be fully explained in the following pages.&lt;br /&gt;
&lt;br /&gt;
===6. Upload your new content to the Auran Download Station.===&lt;br /&gt;
&lt;br /&gt;
You should create all models for TC using the CCP and CMP modules if you wish to upload to the Auran Download Station. Content Manager Plus has an integrated function to package your model for the Download Station and upload it.&lt;br /&gt;
&lt;br /&gt;
Content Manager Plus is a very useful application in that it automatically performs error checking and simplifies the preparation of your content for upload. The Content Manager Plus module embeds information into the upload package that is required by the Auran Download Station.&lt;br /&gt;
&lt;br /&gt;
Don’t include files such as .exe, .com or .bat in the model files. Because these files are a potential source of virus files they will not be packaged by CMP. Only in-game and text files are packaged.&lt;br /&gt;
&lt;br /&gt;
For information on how to upload files and the Download Station requirements refer to Chapter 9.&lt;br /&gt;
&lt;br /&gt;
===7. Backup your new content===&lt;br /&gt;
&lt;br /&gt;
Backing up newly created content is important, in case Trainz needs to be re-installed, or so that the content may be modified at a later date. Once content is committed into the database, the asset files are no longer available for copying or viewing, unless they are re-opened for editing. Re-opening files allows modifications to be made.&lt;br /&gt;
&lt;br /&gt;
1. Assets on the Download Station may be installed by re-downloading again. The Content Manager Plus (CMP) module makes this a seamless task.&lt;br /&gt;
&lt;br /&gt;
2. To disribute model assets to other users, outside of the Download Station option, make a cdp file from within CMP.&lt;br /&gt;
&lt;br /&gt;
3. Assets may be archieved from within CMP. An archieve name and location may be specified, and more than one asset may be incorporated in the archieve. Trainz keeps track of any archieve created, making an archieve does not remove the assets from Trainz, it backs up the assets.&lt;br /&gt;
&lt;br /&gt;
4. Of course the previous methods do not let you actually see the individual asset files nor allow them to be altered. To have access to the files, the asset is opened for editing in Explorer. An asset directory containing the files is created. This is found under the “editing” directory in the Trainz installation. If the asset has been given a username, the directory name will be that username. If a username has not been allocated, a temporary directory name using alphabetic and numeric characters will be created.&lt;br /&gt;
&lt;br /&gt;
The created directory can then be copied to another location on the computer for backup or other purpose. While creating an asset, this procedure may be useful each time before committing the asset, to ensure that no files are lost should a computer or program failure occur. Remember that texture files and exported mesh files are not easily accessible once the asset is committed.&lt;br /&gt;
&lt;br /&gt;
5. A temporary directory could be created outside of the Trainz installation and the texture files and mesh files placed there. This directory can then be imported into CMP, the drag and drop feature makes this quite easy (drag the file directory into the main data window of CMP). Of course a valid config.txt file needs to be included for CMP to recognise the directory as a valid asset. Opening the asset in CCP, correcting any errors, or adding other tags and containers to finish the model, and then saving the config.txt file will then create a build 2.5 asset.&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=CCG/New_in_TC&amp;diff=1372</id>
		<title>CCG/New in TC</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=CCG/New_in_TC&amp;diff=1372"/>
		<updated>2010-03-21T17:12:51Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: Created page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==CHAPTER 1: The Basics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New in TC&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TC introduces a number of new functions specifically designed to enhance the performance of Trainz. The aim in this build is to make the train driving experience more realistic. Some of the new features in TC are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the Simulator:&#039;&#039;&lt;br /&gt;
* Flexible Cab Signalling system&lt;br /&gt;
* Headlight dimmer system&lt;br /&gt;
* Flashing ditch-lights&lt;br /&gt;
* Train controlled sounds, lights and boom gates at build-in road crossings&lt;br /&gt;
* Automatic Train Protection options&lt;br /&gt;
* New sound functions for better representation of electric traction&lt;br /&gt;
* New Freeways feature supporting and including one way and multi-lane roads&lt;br /&gt;
* Remodelled roadway traffic featuring working head lights&lt;br /&gt;
* Computerised in-cab displays&lt;br /&gt;
* Improved Heads-Up-Display options&lt;br /&gt;
* Improved session-design options&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New Routes:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* a route based on the Harlem Line in New York, developed by Auran staff&lt;br /&gt;
* also included is Metropolis - Modula City developed by third party creators.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For Managing Content:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Content Manager Plus module makes the management of assets very easy. It is integrated with the Download Station, listing the assets available on the Download Station, enabling updating of the list when connected to the Download Station via the Internet, and making the upload or download an efficient and simple process.&lt;br /&gt;
&lt;br /&gt;
Content Manager Plus relies on a database of content in your installation on your computer. This database makes the loading of data into Trainz on start up very efficient, and minimises load time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For Content Creation:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Content Creator Plus module is integrated with the Content Manager Plus module. It is essential for creating content in TC.This document will cover detail on how to use Content Creator Plus to create config.txt files and manage the asset files.&lt;br /&gt;
&lt;br /&gt;
New functions in TC for creators are covered in Appendix D.&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=CCG/Introduction&amp;diff=1371</id>
		<title>CCG/Introduction</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=CCG/Introduction&amp;diff=1371"/>
		<updated>2010-03-21T17:11:46Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: Created page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==CHAPTER 1: The Basics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Introduction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Welcome to the Content Creator’s Guide for Trainz Classics.&lt;br /&gt;
&lt;br /&gt;
This document is designed to assist 3rd party content creators design and create functional content for the Trainz Railroad Simulator. The purpose of this document is to detail the way in which 3rd party content should be designed and built to be compatible with TC and to describe the use of the new functions in TC, the Content Manager Plus and the Content Creator Plus.&lt;br /&gt;
&lt;br /&gt;
The Content Manager Plus module manages content on your computer, communicates with the Download Station and uploads or downloads content more easily than in previous versions of Trainz.&lt;br /&gt;
&lt;br /&gt;
The Content Creator Plus module assists in creating model assets that are compatible with the Download Station requirements, and incorporates error checking that should assist in the creation of successful models. The module creates the config.txt file for the model asset, the entry of data is by means of templates for each model asset Kind, and dialogue boxes that filter and check the data.&lt;br /&gt;
&lt;br /&gt;
This document provides the standards and procedures for a content creator to enter data for the model asset, using Content Creator Plus. It also provides advice on the creation of the model mesh using 3dsmax or gmax, and the creation of correct texture files for the model.&lt;br /&gt;
&lt;br /&gt;
Scripting is an integral part of model creation, however details on script code and usage are included in a separate document. Only brief references to Scripting are made in this document, as far as they effect the creation requirements.&lt;br /&gt;
&lt;br /&gt;
New content creation features added to TC include:&lt;br /&gt;
* ability to vary track sounds on track for tunnels and bridges and for bogeys (tracksounds)&lt;br /&gt;
* basic animated turnouts&lt;br /&gt;
* ability to create backdrop objects&lt;br /&gt;
* control of invisible track display (visible in minimap)&lt;br /&gt;
* third-party configuration tags, in an extensions container&lt;br /&gt;
* use of asset thumbnails, replacing art files and other picture files&lt;br /&gt;
* new coupler performance tags and wheelslip functions&lt;br /&gt;
* a new kind steam engine and kind texture group.&lt;br /&gt;
&lt;br /&gt;
These functions are described in Appendix D.&lt;br /&gt;
&lt;br /&gt;
Please also check the Trainz Railroad Simulator website http://www.trainzclassics.com for any additional information and updates.&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Content_Creator%27s_Guide&amp;diff=1370</id>
		<title>Content Creator&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Content_Creator%27s_Guide&amp;diff=1370"/>
		<updated>2010-03-21T17:10:37Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: Created page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz Classics&amp;lt;br&amp;gt;&lt;br /&gt;
Content Creator’s Guide&amp;lt;br&amp;gt;&lt;br /&gt;
Version 3 June 2007&amp;lt;br&amp;gt;&lt;br /&gt;
Copyright© Auran Pty Ltd 2007&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Content Creator’s Guide is for the Trainz Classics (TC) release. There have been a number of changes to Trainz in the Trainz Classics version. A number of sound issues have been corrected, and new tags and functions added.&lt;br /&gt;
&lt;br /&gt;
This document is based on the TRS2006 release, and to provide a concise list and description of the amendments for content creation, all changes to the TRS2006 document are included in Appendix D. For the first release of the Trainz Classics series, this issue of the Content Creator’s Guide will be known as Version 3.&lt;br /&gt;
&lt;br /&gt;
Further updates may be available from time to time on our website. http://www.trainzclassics.com&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter 1: The basics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[CCG/Introduction|Introduction]]&lt;br /&gt;
* [[CCG/New in TC|New in TC]]&lt;br /&gt;
* [[CCG/The Basics of Content Creation|The Basics of Content Creation]]&lt;br /&gt;
* [[CCG/KUID Numbering|KUID Numbering]]&lt;br /&gt;
** [[CCG/KUID Numbering#KUID2 Format|KUID2 Format]]&lt;br /&gt;
** [[CCG/KUID Numbering#User ID Number|User ID Number]]&lt;br /&gt;
** [[CCG/KUID Numbering#Content ID Number|Content ID Number]]&lt;br /&gt;
** [[CCG/KUID Numbering#Version ID Number|Version ID Number]]&lt;br /&gt;
* [[CCG/Trainz Build|Trainz Build]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter 2: Introduction to Kinds, Containers, Tags, and Config.txt files&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lots of stuff&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter 3: Understanding and using Content Creator Plus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[CCG/Getting Started|Getting Started]]&lt;br /&gt;
* [[CCG/Using Content Creator Plus|Using Content Creator Plus]]&lt;br /&gt;
* [[CCG/Inheritance Template|Inheritance Template]]&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=HowTo&amp;diff=1369</id>
		<title>HowTo</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=HowTo&amp;diff=1369"/>
		<updated>2010-03-21T17:09:10Z</updated>

		<summary type="html">&lt;p&gt;Incredulousmonk: Added link to CCG table of contents.&lt;/p&gt;
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&lt;div&gt;This page lists available &amp;quot;How To&amp;quot; Guides which describe how to achieve certain tasks related to Trainz content creation. Users are encouraged to add their own guides to this page in a similar fashion, or expand on existing guides. Please keep in mind that this site is dedicated to the current version of Trainz and that techniques used should relate to this version.&lt;br /&gt;
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* [[HowTo/Export from Max]]&lt;br /&gt;
* [[HowTo/Export from Blender]]&lt;br /&gt;
* [[HowTo/Build normal maps in Max]]&lt;br /&gt;
* [[HowTo/Build normal maps in Blender]]&lt;br /&gt;
* [[HowTo/Build a house]]&lt;br /&gt;
* [[HowTo/Build a tree]]&lt;br /&gt;
* [[HowTo/Build a track]]&lt;br /&gt;
* [[HowTo/Build a bridge]]&lt;br /&gt;
* [[HowTo/Build a tunnel]]&lt;br /&gt;
* [[HowTo/Build a hedge]]&lt;br /&gt;
* [[HowTo/Build a fence]]&lt;br /&gt;
* [[HowTo/Build a road]]&lt;br /&gt;
* [[HowTo/Build a road crossing]]&lt;br /&gt;
* [[HowTo/Build a train car]]&lt;br /&gt;
* [[HowTo/Build a bogey]]&lt;br /&gt;
* [[HowTo/Build a ground texture]]&lt;br /&gt;
* [[HowTo/Build an interactive industry]]&lt;br /&gt;
* [[HowTo/Build a cab interior]]&lt;br /&gt;
* [[HowTo/Add attached track]]&lt;br /&gt;
* [[HowTo/Create a session]]&lt;br /&gt;
* [[HowTo/Add an intro page to a session]]&lt;br /&gt;
* [[HowTo/Localize an Asset]]&lt;br /&gt;
* [[HowTo/Upload a new asset to the DownloadStation]]&lt;br /&gt;
* [[HowTo/Update an existing asset on the DownloadStation]]&lt;br /&gt;
* [[HowTo/Build a scripted asset]]&lt;br /&gt;
* [[HowTo/Register with Planet Auran]]&lt;br /&gt;
* [[HowTo/Create an Achievement]]&lt;br /&gt;
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==Content Creation Guide==&lt;br /&gt;
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The Content Creation Guide was provided by Auran to explain the configuration of each content type. It is superseded by the information on this site, however until such time as all documentation from the CCG have been migrated to this wiki it is still made available for reference purposes.&lt;br /&gt;
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The Trainz Classics Content Creation Guide is [http://www.auran.com/TRS2006/uploads/Image/files/CCGTC.pdf available here] (13.26MB) in PDF format.&lt;br /&gt;
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&#039;&#039;Does someone want to take on the transcription of this onto the wiki?&#039;&#039;&lt;br /&gt;
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I have made a very small start: [[Content Creator&#039;s Guide]]&lt;br /&gt;
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== See Also==&lt;br /&gt;
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* [[Content Configuration]] - &#039;&#039;A reference manual covering all content types.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Incredulousmonk</name></author>
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