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	<id>https://wiki.trainzsimulator.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=James+moody+2</id>
	<title>TrainzOnline - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/wiki/Special:Contributions/James_moody_2"/>
	<updated>2026-11-05T10:56:05Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=KIND_Achievement-category&amp;diff=1263</id>
		<title>KIND Achievement-category</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=KIND_Achievement-category&amp;diff=1263"/>
		<updated>2010-03-08T12:23:28Z</updated>

		<summary type="html">&lt;p&gt;James moody 2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[KIND Achievement-category]] provides categorization support for individual achievements within [[KIND_Achievement-group|achievement groups]]. The [[KIND Achievement-category]] asset is referenced from the achievement entry in the [[achievements_container|achievements container]] of an [[KIND_Achievement-group|achievement group]] asset using the &amp;quot;category&amp;quot; tag. Multiple achievements in the same achievement group can have different achievement categories.&lt;br /&gt;
&lt;br /&gt;
=KIND Hierarchy=&lt;br /&gt;
==Parent Classes==&lt;br /&gt;
* [[KIND TrainzBaseSpec]]&lt;br /&gt;
==Child Classes==&lt;br /&gt;
* &#039;&#039;none.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Supported Tags=&lt;br /&gt;
Each achievement-category asset supports the following tags. Each tag is shown here with its default value.&lt;br /&gt;
&lt;br /&gt;
 award-image &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====award-image====&lt;br /&gt;
:Type: Filename&lt;br /&gt;
:Desc: An image file (preferably .TGA, 512x512) to use as the background for the default achievement granted html for this category. Compulsory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Builtins=&lt;br /&gt;
The built-in [[KIND Achievement-category]] assets include:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;kuid:447264:1001&amp;gt; Driving Experience&lt;br /&gt;
* &amp;lt;kuid:447264:1002&amp;gt; Sessions&lt;br /&gt;
* &amp;lt;kuid:447264:1004&amp;gt; Switching Experience&lt;br /&gt;
* &amp;lt;kuid:447264:1008&amp;gt; Tutorials&lt;br /&gt;
* &amp;lt;kuid:447264:1023&amp;gt; Industries&lt;br /&gt;
* &amp;lt;kuid:447264:1024&amp;gt; Passengers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Categories=&lt;br /&gt;
[[Category:Asset KIND]]&lt;/div&gt;</summary>
		<author><name>James moody 2</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=KIND_Achievement-group&amp;diff=1262</id>
		<title>KIND Achievement-group</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=KIND_Achievement-group&amp;diff=1262"/>
		<updated>2010-03-08T12:23:25Z</updated>

		<summary type="html">&lt;p&gt;James moody 2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[KIND Achievement-group]] defines a set of achievements for use with the Trainz achievement system.&lt;br /&gt;
&lt;br /&gt;
=KIND Hierarchy=&lt;br /&gt;
==Parent Classes==&lt;br /&gt;
* [[KIND TrainzBaseSpec]]&lt;br /&gt;
==Child Classes==&lt;br /&gt;
* &#039;&#039;none.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Supported Tags=&lt;br /&gt;
The [[KIND Achievement-group]] [[config.txt file]] supports the following tags. Each tag is show here with its default value.&lt;br /&gt;
&lt;br /&gt;
 achievements&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====achievements====&lt;br /&gt;
The [[Achievements_container|&amp;quot;achievements&amp;quot; container]] specifies a list of achievements contained within this achievement group.&lt;br /&gt;
&lt;br /&gt;
=Downloads=&lt;br /&gt;
&#039;&#039;Attach sample files here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Categories=&lt;br /&gt;
[[Category:Asset KIND]]&lt;/div&gt;</summary>
		<author><name>James moody 2</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=KIND_Map&amp;diff=1260</id>
		<title>KIND Map</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=KIND_Map&amp;diff=1260"/>
		<updated>2010-03-08T12:23:23Z</updated>

		<summary type="html">&lt;p&gt;James moody 2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[KIND Map]] is the trainz kind used for a Map / Route / Layout. Maps are created in surveyor, so for the most part, hand-editing of a map [[Config.txt_file|config file]] should not be required.&lt;br /&gt;
&lt;br /&gt;
=KIND Hierarchy=&lt;br /&gt;
==Parent Classes==&lt;br /&gt;
* [[KIND TrainzBaseSpec]]&lt;br /&gt;
==Child Classes==&lt;br /&gt;
* &#039;&#039;none.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Supported Tags=&lt;br /&gt;
Each map asset supports the following tags. Each tag is shown here with its default value.&lt;br /&gt;
&lt;br /&gt;
 carrate 55&lt;br /&gt;
 holdcarz 1&lt;br /&gt;
 info-page &amp;quot;&amp;quot;&lt;br /&gt;
 region &amp;lt;NULLKUID&amp;gt;&lt;br /&gt;
 workingscale 0&lt;br /&gt;
 workingunits 0&lt;br /&gt;
 water &amp;lt;KUID:-1:8009&amp;gt;&lt;br /&gt;
 soundscript&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
 world-origin&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
 car0 &amp;lt;NULLKUID&amp;gt;&lt;br /&gt;
 autosave 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====carrate====&lt;br /&gt;
:Type: Number&lt;br /&gt;
:Desc: Controls the frequency road traffic appears at on the roads.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====holdcarz====&lt;br /&gt;
:Type: Boolean&lt;br /&gt;
:Desc: True if road traffic should be disabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====info-page====&lt;br /&gt;
:Type: Filename&lt;br /&gt;
:Desc: No longer used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====region====&lt;br /&gt;
:Type: [[KUID]]&lt;br /&gt;
:Desc: KUID of [[KIND_Region|Region]] asset that this map is set in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====workingscale====&lt;br /&gt;
:Type: Number&lt;br /&gt;
:Desc: Index of the option picked for the world &#039;scale&#039; in surveyor.&lt;br /&gt;
&lt;br /&gt;
 0  - 1:1    (Real Scale)&lt;br /&gt;
 1  - 1:22.5 (G Scale)&lt;br /&gt;
 2  - 1:24   (Half Inch scale)&lt;br /&gt;
 3  - 1:32   (1 scale)&lt;br /&gt;
 4  - 1:48   (0 scale)&lt;br /&gt;
 5  - 1:64.5 (S scale)&lt;br /&gt;
 6  - 1:76.2 (00 scale)&lt;br /&gt;
 7  - 1:87.1 (HO scale)&lt;br /&gt;
 8  - 1:120  (TT scale)&lt;br /&gt;
 9  - 1:160  (N scale)&lt;br /&gt;
 10 - 1:220  (Z scale)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====workingunits====&lt;br /&gt;
:Type: Number&lt;br /&gt;
:Desc: 0 for metric (speed in km/h, distances in metres), 1 for imperial (speed in mph, distances in feet).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====water====&lt;br /&gt;
:Type: [[KUID]]&lt;br /&gt;
:Desc: KUID of [[KIND_Water2|water]] asset that this map uses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====soundscript====&lt;br /&gt;
:Type: Container&lt;br /&gt;
:Desc: [[%22soundscript%22_Container|SoundScript Container]] to specify ambient sound in this map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====world-origin====&lt;br /&gt;
:Type: Container&lt;br /&gt;
:Desc: World origin container&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====car0====&lt;br /&gt;
:Type: [[KUID]]&lt;br /&gt;
:Desc: KUID of car to add to the pool of available road traffic provided by the region.&lt;br /&gt;
&lt;br /&gt;
This is a sequence - increment the number to add more cars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====autosave====&lt;br /&gt;
:Type: boolean&lt;br /&gt;
:Desc: True if this map was generated by the surveyor auto-save process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Categories=&lt;br /&gt;
[[Category:Asset KIND]]&lt;/div&gt;</summary>
		<author><name>James moody 2</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=KIND_Profile&amp;diff=1259</id>
		<title>KIND Profile</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=KIND_Profile&amp;diff=1259"/>
		<updated>2010-03-08T12:23:19Z</updated>

		<summary type="html">&lt;p&gt;James moody 2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[KIND Profile]] is the trainz kind used for a session. Sessions are created in surveyor, so hand-editing of a session [[Config.txt_file|config file]] should not be required.&lt;br /&gt;
&lt;br /&gt;
=KIND Hierarchy=&lt;br /&gt;
==Parent Classes==&lt;br /&gt;
* [[KIND TrainzBaseSpec]]&lt;br /&gt;
==Child Classes==&lt;br /&gt;
* &#039;&#039;none.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Supported Tags=&lt;br /&gt;
Each profile (session) asset supports the following tags. Each tag is shown here with its default value.&lt;br /&gt;
&lt;br /&gt;
 info-page &amp;quot;&amp;quot;&lt;br /&gt;
 map-kuid &amp;lt;NULLKUID&amp;gt;&lt;br /&gt;
 autosave 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====info-page====&lt;br /&gt;
:Type: Filename&lt;br /&gt;
:Desc: No longer used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====map-kuid====&lt;br /&gt;
:Type: [[KUID]]&lt;br /&gt;
:Desc: KUID of [[KIND_Map|map]] that this profile (session) uses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====autosave====&lt;br /&gt;
:Type: boolean&lt;br /&gt;
:Desc: True if this session was generated by the surveyor auto-save process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Categories=&lt;br /&gt;
[[Category:Asset KIND]]&lt;/div&gt;</summary>
		<author><name>James moody 2</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=KIND_Map&amp;diff=1254</id>
		<title>KIND Map</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=KIND_Map&amp;diff=1254"/>
		<updated>2010-03-04T17:35:36Z</updated>

		<summary type="html">&lt;p&gt;James moody 2: New page: KIND Map is the trainz kind used for a Map / Route / Layout. Maps are created in surveyor, so for the most part, hand-editing of a map config file should not be req...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[KIND Map]] is the trainz kind used for a Map / Route / Layout. Maps are created in surveyor, so for the most part, hand-editing of a map [[Config.txt_file|config file]] should not be required.&lt;br /&gt;
&lt;br /&gt;
=KIND Hierarchy=&lt;br /&gt;
==Parent Classes==&lt;br /&gt;
* &#039;&#039;none.&#039;&#039;&lt;br /&gt;
==Child Classes==&lt;br /&gt;
* &#039;&#039;none.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Supported Tags=&lt;br /&gt;
Each map asset supports the following tags. Each tag is shown here with its default value.&lt;br /&gt;
&lt;br /&gt;
 carrate 55&lt;br /&gt;
 holdcarz 1&lt;br /&gt;
 info-page &amp;quot;&amp;quot;&lt;br /&gt;
 region &amp;lt;NULLKUID&amp;gt;&lt;br /&gt;
 workingscale 0&lt;br /&gt;
 workingunits 0&lt;br /&gt;
 water &amp;lt;KUID:-1:8009&amp;gt;&lt;br /&gt;
 soundscript&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
 world-origin&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
 car0 &amp;lt;NULLKUID&amp;gt;&lt;br /&gt;
 autosave 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====carrate====&lt;br /&gt;
:Type: Number&lt;br /&gt;
:Desc: Controls the frequency road traffic appears at on the roads.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====holdcarz====&lt;br /&gt;
:Type: Boolean&lt;br /&gt;
:Desc: True if road traffic should be disabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====info-page====&lt;br /&gt;
:Type: Filename&lt;br /&gt;
:Desc: No longer used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====region====&lt;br /&gt;
:Type: [[KUID]]&lt;br /&gt;
:Desc: KUID of [[KIND_Region|Region]] asset that this map is set in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====workingscale====&lt;br /&gt;
:Type: Number&lt;br /&gt;
:Desc: Index of the option picked for the world &#039;scale&#039; in surveyor.&lt;br /&gt;
&lt;br /&gt;
 0  - 1:1    (Real Scale)&lt;br /&gt;
 1  - 1:22.5 (G Scale)&lt;br /&gt;
 2  - 1:24   (Half Inch scale)&lt;br /&gt;
 3  - 1:32   (1 scale)&lt;br /&gt;
 4  - 1:48   (0 scale)&lt;br /&gt;
 5  - 1:64.5 (S scale)&lt;br /&gt;
 6  - 1:76.2 (00 scale)&lt;br /&gt;
 7  - 1:87.1 (HO scale)&lt;br /&gt;
 8  - 1:120  (TT scale)&lt;br /&gt;
 9  - 1:160  (N scale)&lt;br /&gt;
 10 - 1:220  (Z scale)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====workingunits====&lt;br /&gt;
:Type: Number&lt;br /&gt;
:Desc: 0 for metric (speed in km/h, distances in metres), 1 for imperial (speed in mph, distances in feet).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====water====&lt;br /&gt;
:Type: [[KUID]]&lt;br /&gt;
:Desc: KUID of [[KIND_Water2|water]] asset that this map uses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====soundscript====&lt;br /&gt;
:Type: Container&lt;br /&gt;
:Desc: [[%22soundscript%22_Container|SoundScript Container]] to specify ambient sound in this map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====world-origin====&lt;br /&gt;
:Type: Container&lt;br /&gt;
:Desc: World origin container&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====car0====&lt;br /&gt;
:Type: [[KUID]]&lt;br /&gt;
:Desc: KUID of car to add to the pool of available road traffic provided by the region.&lt;br /&gt;
&lt;br /&gt;
This is a sequence - increment the number to add more cars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====autosave====&lt;br /&gt;
:Type: boolean&lt;br /&gt;
:Desc: True if this map was generated by the surveyor auto-save process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Categories=&lt;br /&gt;
[[Category:Asset KIND]]&lt;/div&gt;</summary>
		<author><name>James moody 2</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=KIND_Profile&amp;diff=1253</id>
		<title>KIND Profile</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=KIND_Profile&amp;diff=1253"/>
		<updated>2010-03-04T16:49:52Z</updated>

		<summary type="html">&lt;p&gt;James moody 2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[KIND Profile]] is the trainz kind used for a session. Sessions are created in surveyor, so hand-editing of a session [[Config.txt_file|config file]] should not be required.&lt;br /&gt;
&lt;br /&gt;
=KIND Hierarchy=&lt;br /&gt;
==Parent Classes==&lt;br /&gt;
* &#039;&#039;none.&#039;&#039;&lt;br /&gt;
==Child Classes==&lt;br /&gt;
* &#039;&#039;none.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Supported Tags=&lt;br /&gt;
Each profile (session) asset supports the following tags. Each tag is shown here with its default value.&lt;br /&gt;
&lt;br /&gt;
 info-page &amp;quot;&amp;quot;&lt;br /&gt;
 map-kuid &amp;lt;NULLKUID&amp;gt;&lt;br /&gt;
 autosave 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====info-page====&lt;br /&gt;
:Type: Filename&lt;br /&gt;
:Desc: No longer used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====map-kuid====&lt;br /&gt;
:Type: [[KUID]]&lt;br /&gt;
:Desc: KUID of [[KIND_Map|map]] that this profile (session) uses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====autosave====&lt;br /&gt;
:Type: boolean&lt;br /&gt;
:Desc: True if this session was generated by the surveyor auto-save process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Categories=&lt;br /&gt;
[[Category:Asset KIND]]&lt;/div&gt;</summary>
		<author><name>James moody 2</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=KIND_Profile&amp;diff=1252</id>
		<title>KIND Profile</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=KIND_Profile&amp;diff=1252"/>
		<updated>2010-03-04T16:48:21Z</updated>

		<summary type="html">&lt;p&gt;James moody 2: New page: KIND Profile is the trainz kind used for a session. Sessions are created in surveyor, so hand-editing of a session config file should not be required.  =KIND Hierar...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[KIND Profile]] is the trainz kind used for a session. Sessions are created in surveyor, so hand-editing of a session [[Config.txt_file|config file]] should not be required.&lt;br /&gt;
&lt;br /&gt;
=KIND Hierarchy=&lt;br /&gt;
==Parent Classes==&lt;br /&gt;
* &#039;&#039;none.&#039;&#039;&lt;br /&gt;
==Child Classes==&lt;br /&gt;
* &#039;&#039;none.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Supported Tags=&lt;br /&gt;
Each profile (session) asset supports the following tags. Each tag is shown here with its default value.&lt;br /&gt;
&lt;br /&gt;
 info-page &amp;quot;&amp;quot;&lt;br /&gt;
 map-kuid &amp;lt;NULLKUID&amp;gt;&lt;br /&gt;
 autosave 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====info-page====&lt;br /&gt;
:Type: Filename&lt;br /&gt;
:Desc: No longer used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====map-kuid====&lt;br /&gt;
:Type: [[KUID]]&lt;br /&gt;
:Desc: KUID of map that this profile (session) uses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====autosave====&lt;br /&gt;
:Type: boolean&lt;br /&gt;
:Desc: True if this session was generated by the surveyor auto-save process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Categories=&lt;br /&gt;
[[Category:Asset KIND]]&lt;/div&gt;</summary>
		<author><name>James moody 2</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Terminology&amp;diff=1251</id>
		<title>Terminology</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Terminology&amp;diff=1251"/>
		<updated>2010-03-04T16:36:18Z</updated>

		<summary type="html">&lt;p&gt;James moody 2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes some of the more common train-related, content-creation-related, and general computing terms used in the Trainz environment. Users are encouraged to add their own common terms to this page in a similar fashion. Please keep in mind that this site is dedicated to TS2009 content creation, and terms which are meaningless in this context may be removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=General Train Terminology=&lt;br /&gt;
&lt;br /&gt;
* In Advance Of - Signalling term. A signal is said to be &#039;in advance of&#039; something, if a driver stopped at that signal would have to drive forwards to get there.&lt;br /&gt;
* In Rear Of - Signalling term. A signal is said to be &#039;in rear of&#039; something, if a driver stopped at that signal would have to drive backwards to get there.&lt;br /&gt;
&lt;br /&gt;
TBD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Trainz Content Creation=&lt;br /&gt;
* [[Scripting|TrainzScript]] / [[Scripting|GameScript]] - Used interchangeably, these terms refer to the Trainz scripting language.&lt;br /&gt;
* Model - A three-dimensional object, built in a special [[modeling]] package such as Blender or Max. The word &#039;&#039;model&#039;&#039; is often used to describe the concept of a three-dimensional object including properties such as its textures.&lt;br /&gt;
* Mesh - A three-dimensional &#039;&#039;model&#039;&#039; used in the game environment. The word &#039;&#039;mesh&#039;&#039; is often used to refer to a specific game file containing the three-dimensional &#039;&#039;geometry&#039;&#039; without related properties such as the model&#039;s textures.&lt;br /&gt;
* Texture - A two-dimensional image used for [http://en.wikipedia.org/wiki/Texture_mapping texture mapping].&lt;br /&gt;
* Material - A named object with a specific material type in combination with its necessary parameters and &#039;&#039;textures&#039;&#039;.&lt;br /&gt;
* Asset - A single item of content in the Trainz environment, consisting of a &#039;&#039;config.txt file&#039;&#039; and any associated resource files. Each asset is uniquely identified by its &#039;&#039;KUID&#039;&#039;. An asset may reference any number of &#039;&#039;dependencies&#039;&#039; which are required for correct operation. &lt;br /&gt;
* Render call / Draw call - A single hardware rendering operation. This is an important concept when performance is a concern, as there is a substantial performance overhead to each draw call. By minimizing the number of draw calls, the same scene can be rendered at a notably higher frame rate. Each draw call associates one &#039;&#039;material&#039;&#039; with some quantity of &#039;&#039;vertices&#039;&#039; and &#039;&#039;indices&#039;&#039;. &lt;br /&gt;
* [[Mesh stitching]] - A runtime optimization process which combines multiple individual mesh instances into a single &#039;&#039;draw call&#039;&#039; for performance reasons. This results in higher performance with no visible changes.&lt;br /&gt;
* [[Alpha blending]] - The process of using an opacity setting or texture alpha channel to allow partial transparency. Alpha blending is a hardware operation, however by itself blending does not combine well with a traditional hardware depth-buffer technique. The end result is that multiple overlapping layers of alpha blending will not be rendered in the physically correct order without some alternative non-hardware-accelerated techniques. Such techniques should be avoided due to the associated performance losses. In short: use alpha blending sparingly, and do not apply an alpha-blended material to polygons which could do without.&lt;br /&gt;
* [[Alpha masking]] - The process of using a texture alpha channel to &amp;quot;mask out&amp;quot; parts of the texture, allowing arbitrary see-through areas on the texture. Unlike &#039;&#039;alpha blending&#039;&#039;, alpha masking does not allow semi-transparent areas - each resultant texel is either fully textured, or fully transparent. Alpha masking is a fully hardware-accelerated technique.&lt;br /&gt;
* Pixel - One individual point on a &#039;&#039;texture&#039;&#039; image, consisting of red, green, blue and alpha components (e.g. a texture size of 512 pixels by 512 pixels). May also refer to one individual point within a display (e.g. a display size of 1024 pixels by 768 pixels).&lt;br /&gt;
* Texel - One texture pixel, once mapped onto a 3D Model and rendered in a scene. Does not correspond to one screen pixel.&lt;br /&gt;
* Polygons - In modeling terms, a polygon is always a triangle. (Please note, this is different from the 3DSMax definition).&lt;br /&gt;
* Indices - Each triangle has three indices. Each index is a reference to a vertex. (Vertices can be shared between multiple polygons).&lt;br /&gt;
* Vertices - The individual three-dimensional (x, y, z) coordinates that form the corner points of &#039;&#039;triangles&#039;&#039; in a &#039;&#039;mesh&#039;&#039; &#039;&#039;geometry&#039;&#039;.&lt;br /&gt;
* Triangles - Three vertices (or specifically, three indices) form a triangle. The triangle is the basic unit of a &#039;&#039;mesh&#039;&#039; &#039;&#039;geometry&#039;&#039;.&lt;br /&gt;
* Mesh Library - An asset which other assets use. These assets refer to the mesh library by KUID, using a &#039;mesh-asset&#039; tag in their mesh table. Nothing special is needed for an asset to be a mesh library, it just has to contain mesh files.&lt;br /&gt;
* Texture Sharing - When two or more &#039;&#039;meshes&#039;&#039; in the same asset (which may be a &#039;&#039;mesh library&#039;&#039;, and thus used by many assets) use the same &#039;&#039;material&#039;&#039; and &#039;&#039;texture&#039;&#039;. Trainz can then use &#039;&#039;mesh stitching&#039;&#039; to render them in the same &#039;&#039;draw call&#039;&#039;, with corresponding performance improvements.&lt;br /&gt;
* Alias - An asset which takes it&#039;s &#039;&#039;mesh&#039;&#039; from another asset, but replaces one or more of the original &#039;&#039;textures&#039;&#039; with locally provided ones. Commonly used to reskin an asset.&lt;br /&gt;
* [[KIND_Map|Route / Layout / Map]] - Asset created in &#039;&#039;Surveyor&#039;&#039;, consisting of a textured landscape and one or more &#039;&#039;Layers&#039;&#039; containing &#039;&#039;scenery objects&#039;&#039;, &#039;&#039;splines&#039;&#039;, &#039;&#039;trackside objects&#039;&#039;, &#039;&#039;Vehicles&#039;&#039;, etc.&lt;br /&gt;
* [[KIND_Profile|Session]] - Asset created in surveyor, which extends a &#039;&#039;map&#039;&#039; by placing on it additional layers of objects - commonly &#039;&#039;Vehicles&#039;&#039;, but any &#039;&#039;scenery object&#039;&#039;, &#039;&#039;spline&#039;&#039;, &#039;&#039;trackside object&#039;&#039;, etc, can also be added. The Session also contains all the saved script data from any asset in the combination of map and session.&lt;br /&gt;
* [[KIND_Traincar|Vehicle]] - All &#039;&#039;assets&#039;&#039; which can be placed into a train (consist). Includes locomotives. Not to be confused with road cars, which are actually &#039;&#039;Trackside&#039;&#039; objects (as they are attached to roads).&lt;br /&gt;
* [[KIND_Track|Spline]] - A continuous linear 3D model such as a hedge, a fence, a road, or a track. Splines are placed in Surveyor as a series of &#039;&#039;spline control points&#039;&#039; and the geometry is built in a smoothed path between the control points.&lt;br /&gt;
* Map object / [[KIND_Scenery|Scenery]] object - A scenery object is an instance of an &#039;&#039;asset&#039;&#039; that is placed in Surveyor at a given location and orientation. &lt;br /&gt;
* [[KIND_Scenery-trackside|Trackside object]] - A trackside object is a specialisation of a &#039;&#039;scenery object&#039;&#039; that is placed attached to a spline. When the spline is moved, the trackside object is also moved.&lt;br /&gt;
* [[KIND_Bogey|Bogey]] - Asset type used to represent wheels and suspension components. Used for anything that needs to rotate as the train moves along the track (e.g. wheels), or move (by rotation or translation) to match the angle and position of the track (e.g. subframe and suspension components). In the US this is normally referred to as a &#039;&#039;truck&#039;&#039;, and in the UK as a &#039;&#039;bogie&#039;&#039;.&lt;br /&gt;
* Mip mapping - Process to reduce texture detail for objects in the distance, or at a sharp angle to the camera. Used to avoid problems with aliasing (flicker), which can occur where the texture is of comparable or higher detail than the display equipment.&lt;br /&gt;
* [[Normal map|Normal mapping]] - A more advanced form of &#039;&#039;texture mapping&#039;&#039; which allows per-pixel control over the lighting conditions on the target geometry. Among other benefits, this technique allows a content creator to define small bumps and grooves in a surface in addition to simple coloration.&lt;br /&gt;
* Bump mapping - Another term for &#039;&#039;Normal mapping&#039;&#039;.&lt;br /&gt;
* Specular lighting - Lighting effects that vary dependent on the angle of incident light.&lt;br /&gt;
* Level-Of-Detail / LOD - A technique where an object (typically a mesh) is built with a number of variations which look as close as possible to identical, but which trade off quality and performance to differing degrees. The engine selects between the various levels at runtime based on metrics such as distance from the observer. For textures, &#039;&#039;mip-mapping&#039;&#039; serves a similar purpose without requiring manual attention. All medium-to-high-detail meshes should supply LOD variants.&lt;br /&gt;
* Trainz Asset Database - Contains all the metadata information about Trainz content. Editable through [[Content Manager]] and [[TrainzUtil]].&lt;br /&gt;
* TrainzUtil - Command line tool to query and edit the &#039;&#039;Trainz Asset Database&#039;&#039;.&lt;br /&gt;
* Trainz Native Interface - TBD&lt;br /&gt;
* [[&amp;quot;mesh-table&amp;quot;_Container|Mesh Table]] - The [[&amp;quot;mesh-table&amp;quot; Container]] of an asset&#039;s [[config.txt file]].&lt;br /&gt;
* [[KUID]] - Unique identifier for a specific Trainz &#039;&#039;asset&#039;&#039;. Consists of Creator ID, Content ID and Version number fields.&lt;br /&gt;
* [[Kuid-table_container|KUID Table]] - The [[Kuid-table_container|kuid-table container]] of an asset&#039;s [[config.txt file]]. Used to specify &#039;&#039;dependencies&#039;&#039;.&lt;br /&gt;
* Dependency - An &#039;&#039;asset&#039;&#039; which is required by this asset in order to function properly.&lt;br /&gt;
* Dependent - An &#039;&#039;asset&#039;&#039; which requires this asset in order to function properly.&lt;br /&gt;
* Obsolete - An &#039;&#039;asset&#039;&#039; is obsolete if it has been replaced by a newer version.&lt;br /&gt;
* [[String-table_container|String Table]] - The [[String-table_container|string-table container]] of an asset&#039;s [[config.txt file]]. Used for translatable strings (i.e. anything that will be displayed to the user).&lt;br /&gt;
* Cab / Cabin / Interior - Asset made to represent the inside of an object, typically a &#039;&#039;Vehicle&#039;&#039;.&lt;br /&gt;
* MAX / 3D Studio Max - The commercial [[Modeling]] tool used and supported by Auran.&lt;br /&gt;
* [http://www.blender.org Blender] - A free [[Modeling]] tool with similar functionality to the commercial &#039;&#039;MAX&#039;&#039; software.&lt;br /&gt;
* [[Content Manager]] - Program for querying and editing the &#039;&#039;Trainz Asset Database&#039;&#039;. Common tasks performed with Content Manager include downloading, installing, editing, archiving and removing content.&lt;br /&gt;
* Geometry - A three-dimensional &#039;&#039;mesh&#039;&#039;, without any related textures or material properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=File Formats=&lt;br /&gt;
* [[config.txt file]]&lt;br /&gt;
* .texture.txt file&lt;br /&gt;
* .texture file&lt;br /&gt;
* .pm file&lt;br /&gt;
* [[IM files|.im file]]&lt;br /&gt;
* [[LM.txt file|.lm file]]&lt;br /&gt;
* .gs file&lt;br /&gt;
* .gse file&lt;br /&gt;
* .cdp file&lt;br /&gt;
* .cmpa file&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abbreviations=&lt;br /&gt;
* TAD - Trainz Asset Database.&lt;br /&gt;
* CM - Content Manager.&lt;br /&gt;
* LOD - Level-Of-Detail.&lt;br /&gt;
* IM - Indexed Mesh file format.&lt;br /&gt;
* PM - Progressive Mesh file format.&lt;br /&gt;
* LM - Level-of-detail Mesh file format.&lt;br /&gt;
* TNI - Trainz Native Interface.&lt;/div&gt;</summary>
		<author><name>James moody 2</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=%22Achievements%22_container&amp;diff=1250</id>
		<title>&quot;Achievements&quot; container</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=%22Achievements%22_container&amp;diff=1250"/>
		<updated>2010-03-04T16:23:51Z</updated>

		<summary type="html">&lt;p&gt;James moody 2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[achievements_container|achievements container]] is a top-level [[config.txt file]] entry used by [[KIND_Achievement-group|achievement group]] assets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The achievements container is a list of achievement subcontainers with no standalone tags. Each achievement subcontainer uses the following format.&lt;br /&gt;
&lt;br /&gt;
=Supported Tags=&lt;br /&gt;
Each achievements subcontainer supports the following tags. Each tag is shown here with its default value.&lt;br /&gt;
&lt;br /&gt;
 name &amp;quot;&amp;quot;&lt;br /&gt;
 description &amp;quot;&amp;quot;&lt;br /&gt;
 category &amp;lt;NULLKUID&amp;gt;&lt;br /&gt;
 awarded-html &amp;quot;&amp;quot;&lt;br /&gt;
 icon &amp;quot;&amp;quot;&lt;br /&gt;
 conditions&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
====name====&lt;br /&gt;
:Type: Text&lt;br /&gt;
:Desc: The name of a [[string-table_container|string table]] entry with the user visible name of the achievement in it. This string table entry will be used in the Trainz user interface to refer to the achievement. It should be fairly short.&lt;br /&gt;
&lt;br /&gt;
====description====&lt;br /&gt;
:Type: Text&lt;br /&gt;
:Desc: The name of a [[string-table_container|string table]] entry with the user visible description of the achievement in it. This string table entry will be used in the Trainz user interface to give detail to the user about the achievement. It can be quite verbose.&lt;br /&gt;
&lt;br /&gt;
====category====&lt;br /&gt;
:Type: [[KUID]]&lt;br /&gt;
:Desc: The [[KIND_Achievement-category|achievement-category]] asset for this achievement. Achievement categories are used to group achievements together in the user interface.&lt;br /&gt;
&lt;br /&gt;
====awarded-html====&lt;br /&gt;
:Type: Filename&lt;br /&gt;
:Desc: An .html file from the current asset, to be shown to the user when the achievement is granted. This may include a sub-path. This is optional - there is a default grant HTML style should it not be present.&lt;br /&gt;
&lt;br /&gt;
====icon====&lt;br /&gt;
:Type: Filename&lt;br /&gt;
:Desc: An image file (preferably .TGA, 64x64) to use as an icon for the achievement. Optional.&lt;br /&gt;
&lt;br /&gt;
=Conditions Container=&lt;br /&gt;
:Type: Container&lt;br /&gt;
:Desc: The conditions container lists the conditions required to achieve this achievement.&lt;br /&gt;
&lt;br /&gt;
The format for a condition is the name of the variable, followed by the value.&lt;br /&gt;
&lt;br /&gt;
Variable names are the KUID of the owning asset, a dash, and the text name of the variable.&lt;br /&gt;
&lt;br /&gt;
=Achievements example=&lt;br /&gt;
The following is an example of a simple achievements container which has two achievements, one of which has two conditions.&lt;br /&gt;
&lt;br /&gt;
 achievements&lt;br /&gt;
 {&lt;br /&gt;
   tutorials-1-and-2&lt;br /&gt;
   {&lt;br /&gt;
     name                                &amp;quot;tutorials-1-and-2-name&amp;quot;&lt;br /&gt;
     description                         &amp;quot;tutorials-1-and-2-desc&amp;quot;&lt;br /&gt;
     category                            &amp;lt;kuid:447264:1008&amp;gt;&lt;br /&gt;
     icon                                &amp;quot;tutorials_1_and_2_complete.tga&amp;quot;&lt;br /&gt;
     &lt;br /&gt;
     conditions&lt;br /&gt;
     {&lt;br /&gt;
       &amp;lt;kuid:447264:1010&amp;gt;-tutorial-&amp;lt;kuid:447264:1021&amp;gt;-progress 1&lt;br /&gt;
       &amp;lt;kuid:447264:1010&amp;gt;-tutorial-&amp;lt;kuid:447264:1037&amp;gt;-progress 1&lt;br /&gt;
     }&lt;br /&gt;
   }&lt;br /&gt;
   drive-1-hour-dcc&lt;br /&gt;
   {&lt;br /&gt;
     name                                &amp;quot;drive-1-hour-dcc-name&amp;quot;&lt;br /&gt;
     description                         &amp;quot;drive-1-hour-dcc-desc&amp;quot;&lt;br /&gt;
     category                            &amp;lt;kuid:447264:1001&amp;gt;&lt;br /&gt;
     icon                                &amp;quot;beginning_driver.tga&amp;quot;&lt;br /&gt;
     &lt;br /&gt;
     conditions&lt;br /&gt;
     {&lt;br /&gt;
       &amp;lt;kuid:-16:10240&amp;gt;-driving-experience-dcc 3600&lt;br /&gt;
     }&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
[[Category:Config Container]]&lt;/div&gt;</summary>
		<author><name>James moody 2</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=KIND_Achievement-category&amp;diff=1249</id>
		<title>KIND Achievement-category</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=KIND_Achievement-category&amp;diff=1249"/>
		<updated>2010-03-04T16:21:55Z</updated>

		<summary type="html">&lt;p&gt;James moody 2: New page: KIND Achievement-category provides categorization support for individual achievements within achievement groups. The KIND Achievement-category asset is r...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[KIND Achievement-category]] provides categorization support for individual achievements within [[KIND_Achievement-group|achievement groups]]. The [[KIND Achievement-category]] asset is referenced from the achievement entry in the [[achievements_container|achievements container]] of an [[KIND_Achievement-group|achievement group]] asset using the &amp;quot;category&amp;quot; tag. Multiple achievements in the same achievement group can have different achievement categories.&lt;br /&gt;
&lt;br /&gt;
=KIND Hierarchy=&lt;br /&gt;
==Parent Classes==&lt;br /&gt;
* &#039;&#039;none.&#039;&#039;&lt;br /&gt;
==Child Classes==&lt;br /&gt;
* &#039;&#039;none.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Supported Tags=&lt;br /&gt;
Each achievement-category asset supports the following tags. Each tag is shown here with its default value.&lt;br /&gt;
&lt;br /&gt;
 award-image &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====award-image====&lt;br /&gt;
:Type: Filename&lt;br /&gt;
:Desc: An image file (preferably .TGA, 512x512) to use as the background for the default achievement granted html for this category. Compulsory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Builtins=&lt;br /&gt;
The built-in [[KIND Achievement-category]] assets include:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;kuid:447264:1001&amp;gt; Driving Experience&lt;br /&gt;
* &amp;lt;kuid:447264:1002&amp;gt; Sessions&lt;br /&gt;
* &amp;lt;kuid:447264:1004&amp;gt; Switching Experience&lt;br /&gt;
* &amp;lt;kuid:447264:1008&amp;gt; Tutorials&lt;br /&gt;
* &amp;lt;kuid:447264:1023&amp;gt; Industries&lt;br /&gt;
* &amp;lt;kuid:447264:1024&amp;gt; Passengers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Categories=&lt;br /&gt;
[[Category:Asset KIND]]&lt;/div&gt;</summary>
		<author><name>James moody 2</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=KIND_Achievement-group&amp;diff=1248</id>
		<title>KIND Achievement-group</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=KIND_Achievement-group&amp;diff=1248"/>
		<updated>2010-03-04T16:02:22Z</updated>

		<summary type="html">&lt;p&gt;James moody 2: /* achievements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[KIND Achievement-group]] defines a set of achievements for use with the Trainz achievement system.&lt;br /&gt;
&lt;br /&gt;
=KIND Hierarchy=&lt;br /&gt;
==Parent Classes==&lt;br /&gt;
* &#039;&#039;none.&#039;&#039;&lt;br /&gt;
==Child Classes==&lt;br /&gt;
* &#039;&#039;none.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Supported Tags=&lt;br /&gt;
The [[KIND Achievement-group]] [[config.txt file]] supports the following tags. Each tag is show here with its default value.&lt;br /&gt;
&lt;br /&gt;
 achievements&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====achievements====&lt;br /&gt;
The [[Achievements_container|&amp;quot;achievements&amp;quot; container]] specifies a list of achievements contained within this achievement group.&lt;br /&gt;
&lt;br /&gt;
=Downloads=&lt;br /&gt;
&#039;&#039;Attach sample files here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Categories=&lt;br /&gt;
[[Category:Asset KIND]]&lt;/div&gt;</summary>
		<author><name>James moody 2</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=%22Achievements%22_container&amp;diff=1247</id>
		<title>&quot;Achievements&quot; container</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=%22Achievements%22_container&amp;diff=1247"/>
		<updated>2010-03-04T16:01:38Z</updated>

		<summary type="html">&lt;p&gt;James moody 2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[achievements_container|achievements container]] is a top-level [[config.txt file]] entry used by [[KIND_Achievement-group|achievement group]] assets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The achievements container is a list of achievement subcontainers with no standalone tags. Each achievement subcontainer uses the following format.&lt;br /&gt;
&lt;br /&gt;
=Supported Tags=&lt;br /&gt;
Each achievements subcontainer supports the following tags. Each tag is shown here with its default value.&lt;br /&gt;
&lt;br /&gt;
 name &amp;quot;&amp;quot;&lt;br /&gt;
 description &amp;quot;&amp;quot;&lt;br /&gt;
 category &amp;lt;NULLKUID&amp;gt;&lt;br /&gt;
 awarded-html &amp;quot;&amp;quot;&lt;br /&gt;
 icon &amp;quot;&amp;quot;&lt;br /&gt;
 conditions&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
====name====&lt;br /&gt;
:Type: Text&lt;br /&gt;
:Desc: The name of a [[string-table_container|string table]] entry with the user visible name of the achievement in it. This string table entry will be used in the Trainz user interface to refer to the achievement. It should be fairly short.&lt;br /&gt;
&lt;br /&gt;
====description====&lt;br /&gt;
:Type: Text&lt;br /&gt;
:Desc: The name of a [[string-table_container|string table]] entry with the user visible description of the achievement in it. This string table entry will be used in the Trainz user interface to give detail to the user about the achievement. It can be quite verbose.&lt;br /&gt;
&lt;br /&gt;
====category====&lt;br /&gt;
:Type: [[KUID]]&lt;br /&gt;
:Desc: The [[KIND_Aachievement-category|achievement-category]] asset for this achievement. Achievement categories are used to group achievements together in the user interface.&lt;br /&gt;
&lt;br /&gt;
====awarded-html====&lt;br /&gt;
:Type: Filename&lt;br /&gt;
:Desc: An .html file from the current asset, to be shown to the user when the achievement is granted. This may include a sub-path. This is optional - there is a default grant HTML style should it not be present.&lt;br /&gt;
&lt;br /&gt;
====icon====&lt;br /&gt;
:Type: Filename&lt;br /&gt;
:Desc: An image file (preferably .TGA, 64x64) to use as an icon for the achievement. Optional.&lt;br /&gt;
&lt;br /&gt;
=Conditions Container=&lt;br /&gt;
:Type: Container&lt;br /&gt;
:Desc: The conditions container lists the conditions required to achieve this achievement.&lt;br /&gt;
&lt;br /&gt;
The format for a condition is the name of the variable, followed by the value.&lt;br /&gt;
&lt;br /&gt;
Variable names are the KUID of the owning asset, a dash, and the text name of the variable.&lt;br /&gt;
&lt;br /&gt;
=Achievements example=&lt;br /&gt;
The following is an example of a simple achievements container which has two achievements, one of which has two conditions.&lt;br /&gt;
&lt;br /&gt;
 achievements&lt;br /&gt;
 {&lt;br /&gt;
   tutorials-1-and-2&lt;br /&gt;
   {&lt;br /&gt;
     name                                &amp;quot;tutorials-1-and-2-name&amp;quot;&lt;br /&gt;
     description                         &amp;quot;tutorials-1-and-2-desc&amp;quot;&lt;br /&gt;
     category                            &amp;lt;kuid:447264:1008&amp;gt;&lt;br /&gt;
     icon                                &amp;quot;tutorials_1_and_2_complete.tga&amp;quot;&lt;br /&gt;
     &lt;br /&gt;
     conditions&lt;br /&gt;
     {&lt;br /&gt;
       &amp;lt;kuid:447264:1010&amp;gt;-tutorial-&amp;lt;kuid:447264:1021&amp;gt;-progress 1&lt;br /&gt;
       &amp;lt;kuid:447264:1010&amp;gt;-tutorial-&amp;lt;kuid:447264:1037&amp;gt;-progress 1&lt;br /&gt;
     }&lt;br /&gt;
   }&lt;br /&gt;
   drive-1-hour-dcc&lt;br /&gt;
   {&lt;br /&gt;
     name                                &amp;quot;drive-1-hour-dcc-name&amp;quot;&lt;br /&gt;
     description                         &amp;quot;drive-1-hour-dcc-desc&amp;quot;&lt;br /&gt;
     category                            &amp;lt;kuid:447264:1001&amp;gt;&lt;br /&gt;
     icon                                &amp;quot;beginning_driver.tga&amp;quot;&lt;br /&gt;
     &lt;br /&gt;
     conditions&lt;br /&gt;
     {&lt;br /&gt;
       &amp;lt;kuid:-16:10240&amp;gt;-driving-experience-dcc 3600&lt;br /&gt;
     }&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
[[Category:Config Container]]&lt;/div&gt;</summary>
		<author><name>James moody 2</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=%22Achievements%22_container&amp;diff=1246</id>
		<title>&quot;Achievements&quot; container</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=%22Achievements%22_container&amp;diff=1246"/>
		<updated>2010-03-04T16:00:36Z</updated>

		<summary type="html">&lt;p&gt;James moody 2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[achievements_container|achievements container]] is a top-level [[config.txt file]] entry used by [[KIND_achievement-group|achievement group]] assets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The achievements container is a list of achievement subcontainers with no standalone tags. Each achievement subcontainer uses the following format.&lt;br /&gt;
&lt;br /&gt;
=Supported Tags=&lt;br /&gt;
Each achievements subcontainer supports the following tags. Each tag is shown here with its default value.&lt;br /&gt;
&lt;br /&gt;
 name &amp;quot;&amp;quot;&lt;br /&gt;
 description &amp;quot;&amp;quot;&lt;br /&gt;
 category &amp;lt;NULLKUID&amp;gt;&lt;br /&gt;
 awarded-html &amp;quot;&amp;quot;&lt;br /&gt;
 icon &amp;quot;&amp;quot;&lt;br /&gt;
 conditions&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
====name====&lt;br /&gt;
:Type: Text&lt;br /&gt;
:Desc: The name of a [[string-table_container|string table]] entry with the user visible name of the achievement in it. This string table entry will be used in the Trainz user interface to refer to the achievement. It should be fairly short.&lt;br /&gt;
&lt;br /&gt;
====description====&lt;br /&gt;
:Type: Text&lt;br /&gt;
:Desc: The name of a [[string-table_container|string table]] entry with the user visible description of the achievement in it. This string table entry will be used in the Trainz user interface to give detail to the user about the achievement. It can be quite verbose.&lt;br /&gt;
&lt;br /&gt;
====category====&lt;br /&gt;
:Type: [[KUID]]&lt;br /&gt;
:Desc: The [[achievement-category]] asset for this achievement. Achievement categories are used to group achievements together in the user interface.&lt;br /&gt;
&lt;br /&gt;
====awarded-html====&lt;br /&gt;
:Type: Filename&lt;br /&gt;
:Desc: An .html file from the current asset, to be shown to the user when the achievement is granted. This may include a sub-path. This is optional - there is a default grant HTML style should it not be present.&lt;br /&gt;
&lt;br /&gt;
====icon====&lt;br /&gt;
:Type: Filename&lt;br /&gt;
:Desc: An image file (preferably .TGA, 64x64) to use as an icon for the achievement. Optional.&lt;br /&gt;
&lt;br /&gt;
=Conditions Container=&lt;br /&gt;
:Type: Container&lt;br /&gt;
:Desc: The conditions container lists the conditions required to achieve this achievement.&lt;br /&gt;
&lt;br /&gt;
The format for a condition is the name of the variable, followed by the value.&lt;br /&gt;
&lt;br /&gt;
Variable names are the KUID of the owning asset, a dash, and the text name of the variable.&lt;br /&gt;
&lt;br /&gt;
=Achievements example=&lt;br /&gt;
The following is an example of a simple achievements container which has two achievements, one of which has two conditions.&lt;br /&gt;
&lt;br /&gt;
 achievements&lt;br /&gt;
 {&lt;br /&gt;
   tutorials-1-and-2&lt;br /&gt;
   {&lt;br /&gt;
     name                                &amp;quot;tutorials-1-and-2-name&amp;quot;&lt;br /&gt;
     description                         &amp;quot;tutorials-1-and-2-desc&amp;quot;&lt;br /&gt;
     category                            &amp;lt;kuid:447264:1008&amp;gt;&lt;br /&gt;
     icon                                &amp;quot;tutorials_1_and_2_complete.tga&amp;quot;&lt;br /&gt;
     &lt;br /&gt;
     conditions&lt;br /&gt;
     {&lt;br /&gt;
       &amp;lt;kuid:447264:1010&amp;gt;-tutorial-&amp;lt;kuid:447264:1021&amp;gt;-progress 1&lt;br /&gt;
       &amp;lt;kuid:447264:1010&amp;gt;-tutorial-&amp;lt;kuid:447264:1037&amp;gt;-progress 1&lt;br /&gt;
     }&lt;br /&gt;
   }&lt;br /&gt;
   drive-1-hour-dcc&lt;br /&gt;
   {&lt;br /&gt;
     name                                &amp;quot;drive-1-hour-dcc-name&amp;quot;&lt;br /&gt;
     description                         &amp;quot;drive-1-hour-dcc-desc&amp;quot;&lt;br /&gt;
     category                            &amp;lt;kuid:447264:1001&amp;gt;&lt;br /&gt;
     icon                                &amp;quot;beginning_driver.tga&amp;quot;&lt;br /&gt;
     &lt;br /&gt;
     conditions&lt;br /&gt;
     {&lt;br /&gt;
       &amp;lt;kuid:-16:10240&amp;gt;-driving-experience-dcc 3600&lt;br /&gt;
     }&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
[[Category:Config Container]]&lt;/div&gt;</summary>
		<author><name>James moody 2</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=%22Achievements%22_container&amp;diff=1245</id>
		<title>&quot;Achievements&quot; container</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=%22Achievements%22_container&amp;diff=1245"/>
		<updated>2010-03-04T15:59:15Z</updated>

		<summary type="html">&lt;p&gt;James moody 2: New page: The achievements container is a top-level config.txt file entry used by achievement group assets.   The achievements container is a lis...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[achievements_container|achievements container]] is a top-level [[config.txt file]] entry used by [[achievement-group|achievement group]] assets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The achievements container is a list of achievement subcontainers with no standalone tags. Each achievement subcontainer uses the following format.&lt;br /&gt;
&lt;br /&gt;
=Supported Tags=&lt;br /&gt;
Each achievements subcontainer supports the following tags. Each tag is shown here with its default value.&lt;br /&gt;
&lt;br /&gt;
 name &amp;quot;&amp;quot;&lt;br /&gt;
 description &amp;quot;&amp;quot;&lt;br /&gt;
 category &amp;lt;NULLKUID&amp;gt;&lt;br /&gt;
 awarded-html &amp;quot;&amp;quot;&lt;br /&gt;
 icon &amp;quot;&amp;quot;&lt;br /&gt;
 conditions&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
====name====&lt;br /&gt;
:Type: Text&lt;br /&gt;
:Desc: The name of a [[string-table_container|string table]] entry with the user visible name of the achievement in it. This string table entry will be used in the Trainz user interface to refer to the achievement. It should be fairly short.&lt;br /&gt;
&lt;br /&gt;
====description====&lt;br /&gt;
:Type: Text&lt;br /&gt;
:Desc: The name of a [[string-table_container|string table]] entry with the user visible description of the achievement in it. This string table entry will be used in the Trainz user interface to give detail to the user about the achievement. It can be quite verbose.&lt;br /&gt;
&lt;br /&gt;
====category====&lt;br /&gt;
:Type: [[KUID]]&lt;br /&gt;
:Desc: The [[achievement-category]] asset for this achievement. Achievement categories are used to group achievements together in the user interface.&lt;br /&gt;
&lt;br /&gt;
====awarded-html====&lt;br /&gt;
:Type: Filename&lt;br /&gt;
:Desc: An .html file from the current asset, to be shown to the user when the achievement is granted. This may include a sub-path. This is optional - there is a default grant HTML style should it not be present.&lt;br /&gt;
&lt;br /&gt;
====icon====&lt;br /&gt;
:Type: Filename&lt;br /&gt;
:Desc: An image file (preferably .TGA, 64x64) to use as an icon for the achievement. Optional.&lt;br /&gt;
&lt;br /&gt;
=Conditions Container=&lt;br /&gt;
:Type: Container&lt;br /&gt;
:Desc: The conditions container lists the conditions required to achieve this achievement.&lt;br /&gt;
&lt;br /&gt;
The format for a condition is the name of the variable, followed by the value.&lt;br /&gt;
&lt;br /&gt;
Variable names are the KUID of the owning asset, a dash, and the text name of the variable.&lt;br /&gt;
&lt;br /&gt;
=Achievements example=&lt;br /&gt;
The following is an example of a simple achievements container which has two achievements, one of which has two conditions.&lt;br /&gt;
&lt;br /&gt;
 achievements&lt;br /&gt;
 {&lt;br /&gt;
   tutorials-1-and-2&lt;br /&gt;
   {&lt;br /&gt;
     name                                &amp;quot;tutorials-1-and-2-name&amp;quot;&lt;br /&gt;
     description                         &amp;quot;tutorials-1-and-2-desc&amp;quot;&lt;br /&gt;
     category                            &amp;lt;kuid:447264:1008&amp;gt;&lt;br /&gt;
     icon                                &amp;quot;tutorials_1_and_2_complete.tga&amp;quot;&lt;br /&gt;
     &lt;br /&gt;
     conditions&lt;br /&gt;
     {&lt;br /&gt;
       &amp;lt;kuid:447264:1010&amp;gt;-tutorial-&amp;lt;kuid:447264:1021&amp;gt;-progress 1&lt;br /&gt;
       &amp;lt;kuid:447264:1010&amp;gt;-tutorial-&amp;lt;kuid:447264:1037&amp;gt;-progress 1&lt;br /&gt;
     }&lt;br /&gt;
   }&lt;br /&gt;
   drive-1-hour-dcc&lt;br /&gt;
   {&lt;br /&gt;
     name                                &amp;quot;drive-1-hour-dcc-name&amp;quot;&lt;br /&gt;
     description                         &amp;quot;drive-1-hour-dcc-desc&amp;quot;&lt;br /&gt;
     category                            &amp;lt;kuid:447264:1001&amp;gt;&lt;br /&gt;
     icon                                &amp;quot;beginning_driver.tga&amp;quot;&lt;br /&gt;
     &lt;br /&gt;
     conditions&lt;br /&gt;
     {&lt;br /&gt;
       &amp;lt;kuid:-16:10240&amp;gt;-driving-experience-dcc 3600&lt;br /&gt;
     }&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
[[Category:Config Container]]&lt;/div&gt;</summary>
		<author><name>James moody 2</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=KIND_Achievement-group&amp;diff=1236</id>
		<title>KIND Achievement-group</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=KIND_Achievement-group&amp;diff=1236"/>
		<updated>2010-03-04T14:25:28Z</updated>

		<summary type="html">&lt;p&gt;James moody 2: New page: KIND Achievement-group defines a set of achievements for use with the Trainz achievement system.  =KIND Hierarchy= ==Parent Classes== * &amp;#039;&amp;#039;none.&amp;#039;&amp;#039; ==Child Classes== * &amp;#039;&amp;#039;none.&amp;#039;&amp;#039;   =Suppo...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[KIND Achievement-group]] defines a set of achievements for use with the Trainz achievement system.&lt;br /&gt;
&lt;br /&gt;
=KIND Hierarchy=&lt;br /&gt;
==Parent Classes==&lt;br /&gt;
* &#039;&#039;none.&#039;&#039;&lt;br /&gt;
==Child Classes==&lt;br /&gt;
* &#039;&#039;none.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Supported Tags=&lt;br /&gt;
The [[KIND Achievement-group]] [[config.txt file]] supports the following tags. Each tag is show here with its default value.&lt;br /&gt;
&lt;br /&gt;
 achievements&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====achievements====&lt;br /&gt;
The [[achievements_container|achievements container]] specifies a list of achievements contained within this achievement group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Downloads=&lt;br /&gt;
&#039;&#039;Attach sample files here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Categories=&lt;br /&gt;
[[Category:Asset KIND]]&lt;/div&gt;</summary>
		<author><name>James moody 2</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Terminology&amp;diff=1232</id>
		<title>Terminology</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Terminology&amp;diff=1232"/>
		<updated>2010-03-04T12:56:32Z</updated>

		<summary type="html">&lt;p&gt;James moody 2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes some of the more common train-related, content-creation-related, and general computing terms used in the Trainz environment. Users are encouraged to add their own common terms to this page in a similar fashion. Please keep in mind that this site is dedicated to TS2009 content creation, and terms which are meaningless in this context may be removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=General Train Terminology=&lt;br /&gt;
&lt;br /&gt;
* In Advance Of - Signalling term. A signal is said to be &#039;in advance of&#039; something, if a driver stopped at that signal would have to drive forwards to get there.&lt;br /&gt;
* In Rear Of - Signalling term. A signal is said to be &#039;in rear of&#039; something, if a driver stopped at that signal would have to drive backwards to get there.&lt;br /&gt;
&lt;br /&gt;
TBD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Trainz Content Creation=&lt;br /&gt;
* [[Scripting|TrainzScript]] / [[Scripting|GameScript]] - Used interchangeably, these terms refer to the Trainz scripting language.&lt;br /&gt;
* Model - A three-dimensional object, built in a special [[modeling]] package such as Blender or Max. The word &#039;&#039;model&#039;&#039; is often used to describe the concept of a three-dimensional object including properties such as its textures.&lt;br /&gt;
* Mesh - A three-dimensional &#039;&#039;model&#039;&#039; used in the game environment. The word &#039;&#039;mesh&#039;&#039; is often used to refer to a specific game file containing the three-dimensional &#039;&#039;geometry&#039;&#039; without related properties such as the model&#039;s textures.&lt;br /&gt;
* Texture - A two-dimensional image used for [http://en.wikipedia.org/wiki/Texture_mapping texture mapping].&lt;br /&gt;
* Material - A named object with a specific material type in combination with its necessary parameters and &#039;&#039;textures&#039;&#039;.&lt;br /&gt;
* Asset - A single item of content in the Trainz environment, consisting of a &#039;&#039;config.txt file&#039;&#039; and any associated resource files. Each asset is uniquely identified by its &#039;&#039;KUID&#039;&#039;. An asset may reference any number of &#039;&#039;dependencies&#039;&#039; which are required for correct operation. &lt;br /&gt;
* Render call / Draw call - A single hardware rendering operation. This is an important concept when performance is a concern, as there is a substantial performance overhead to each draw call. By minimizing the number of draw calls, the same scene can be rendered at a notably higher frame rate. Each draw call associates one &#039;&#039;material&#039;&#039; with some quantity of &#039;&#039;vertices&#039;&#039; and &#039;&#039;indices&#039;&#039;. &lt;br /&gt;
* [[Mesh stitching]] - A runtime optimization process which combines multiple individual mesh instances into a single &#039;&#039;draw call&#039;&#039; for performance reasons. This results in higher performance with no visible changes.&lt;br /&gt;
* [[Alpha blending]] - The process of using an opacity setting or texture alpha channel to allow partial transparency. Alpha blending is a hardware operation, however by itself blending does not combine well with a traditional hardware depth-buffer technique. The end result is that multiple overlapping layers of alpha blending will not be rendered in the physically correct order without some alternative non-hardware-accelerated techniques. Such techniques should be avoided due to the associated performance losses. In short: use alpha blending sparingly, and do not apply an alpha-blended material to polygons which could do without.&lt;br /&gt;
* [[Alpha masking]] - The process of using a texture alpha channel to &amp;quot;mask out&amp;quot; parts of the texture, allowing arbitrary see-through areas on the texture. Unlike &#039;&#039;alpha blending&#039;&#039;, alpha masking does not allow semi-transparent areas - each resultant texel is either fully textured, or fully transparent. Alpha masking is a fully hardware-accelerated technique.&lt;br /&gt;
* Pixel - One individual point on a &#039;&#039;texture&#039;&#039; image, consisting of red, green, blue and alpha components (e.g. a texture size of 512 pixels by 512 pixels). May also refer to one individual point within a display (e.g. a display size of 1024 pixels by 768 pixels).&lt;br /&gt;
* Texel - One texture pixel, once mapped onto a 3D Model and rendered in a scene. Does not correspond to one screen pixel.&lt;br /&gt;
* Polygons - In modeling terms, a polygon is always a triangle. (Please note, this is different from the 3DSMax definition).&lt;br /&gt;
* Indices - Each triangle has three indices. Each index is a reference to a vertex. (Vertices can be shared between multiple polygons).&lt;br /&gt;
* Vertices - The individual three-dimensional (x, y, z) coordinates that form the corner points of &#039;&#039;triangles&#039;&#039; in a &#039;&#039;mesh&#039;&#039; &#039;&#039;geometry&#039;&#039;.&lt;br /&gt;
* Triangles - Three vertices (or specifically, three indices) form a triangle. The triangle is the basic unit of a &#039;&#039;mesh&#039;&#039; &#039;&#039;geometry&#039;&#039;.&lt;br /&gt;
* Mesh Library - An asset which other assets use. These assets refer to the mesh library by KUID, using a &#039;mesh-asset&#039; tag in their mesh table. Nothing special is needed for an asset to be a mesh library, it just has to contain mesh files.&lt;br /&gt;
* Texture Sharing - When two or more &#039;&#039;meshes&#039;&#039; in the same asset (which may be a &#039;&#039;mesh library&#039;&#039;, and thus used by many assets) use the same &#039;&#039;material&#039;&#039; and &#039;&#039;texture&#039;&#039;. Trainz can then use &#039;&#039;mesh stitching&#039;&#039; to render them in the same &#039;&#039;draw call&#039;&#039;, with corresponding performance improvements.&lt;br /&gt;
* Alias - An asset which takes it&#039;s &#039;&#039;mesh&#039;&#039; from another asset, but replaces one or more of the original &#039;&#039;textures&#039;&#039; with locally provided ones. Commonly used to reskin an asset.&lt;br /&gt;
* [[routes|Route]] / Layout / Map - Asset created in &#039;&#039;Surveyor&#039;&#039;, consisting of a textured landscape and one or more &#039;&#039;Layers&#039;&#039; containing &#039;&#039;scenery objects&#039;&#039;, &#039;&#039;splines&#039;&#039;, &#039;&#039;trackside objects&#039;&#039;, &#039;&#039;Vehicles&#039;&#039;, etc.&lt;br /&gt;
* Session - Asset created in surveyor, which extends a &#039;&#039;map&#039;&#039; by placing on it additional layers of objects - commonly &#039;&#039;Vehicles&#039;&#039;, but any &#039;&#039;scenery object&#039;&#039;, &#039;&#039;spline&#039;&#039;, &#039;&#039;trackside object&#039;&#039;, etc, can also be added. The Session also contains all the saved script data from any asset in the combination of map and session.&lt;br /&gt;
* Vehicle - All &#039;&#039;assets&#039;&#039; which can be placed into a train (consist). Includes locomotives. Not to be confused with road cars, which are actually &#039;&#039;Trackside&#039;&#039; objects (as they are attached to roads).&lt;br /&gt;
* Spline - A continuous linear 3D model such as a hedge, a fence, a road, or a track. Splines are placed in Surveyor as a series of &#039;&#039;spline control points&#039;&#039; and the geometry is built in a smoothed path between the control points.&lt;br /&gt;
* Map object / Scenery object - A scenery object is an instance of an &#039;&#039;asset&#039;&#039; that is placed in Surveyor at a given location and orientation. &lt;br /&gt;
* Trackside object - A trackside object is a specialisation of a &#039;&#039;scenery object&#039;&#039; that is placed attached to a spline. When the spline is moved, the trackside object is also moved.&lt;br /&gt;
* Bogey - Asset type used to represent wheels and suspension components. Used for anything that needs to rotate as the train moves along the track (e.g. wheels), or move (by rotation or translation) to match the angle and position of the track (e.g. subframe and suspension components). In the US this is normally referred to as a &#039;&#039;truck&#039;&#039;, and in the UK as a &#039;&#039;bogie&#039;&#039;.&lt;br /&gt;
* Mip mapping - Process to reduce texture detail for objects in the distance, or at a sharp angle to the camera. Used to avoid problems with aliasing (flicker), which can occur where the texture is of comparable or higher detail than the display equipment.&lt;br /&gt;
* [[Normal map|Normal mapping]] - A more advanced form of &#039;&#039;texture mapping&#039;&#039; which allows per-pixel control over the lighting conditions on the target geometry. Among other benefits, this technique allows a content creator to define small bumps and grooves in a surface in addition to simple coloration.&lt;br /&gt;
* Bump mapping - Another term for &#039;&#039;Normal mapping&#039;&#039;.&lt;br /&gt;
* Specular lighting - Lighting effects that vary dependent on the angle of incident light.&lt;br /&gt;
* Level-Of-Detail / LOD - A technique where an object (typically a mesh) is built with a number of variations which look as close as possible to identical, but which trade off quality and performance to differing degrees. The engine selects between the various levels at runtime based on metrics such as distance from the observer. For textures, &#039;&#039;mip-mapping&#039;&#039; serves a similar purpose without requiring manual attention. All medium-to-high-detail meshes should supply LOD variants.&lt;br /&gt;
* Trainz Asset Database - Contains all the metadata information about Trainz content. Editable through [[Content Manager]] and [[TrainzUtil]].&lt;br /&gt;
* TrainzUtil - Command line tool to query and edit the &#039;&#039;Trainz Asset Database&#039;&#039;.&lt;br /&gt;
* Trainz Native Interface - TBD&lt;br /&gt;
* Mesh Table - The [[&amp;quot;mesh-table&amp;quot; Container]] of an asset&#039;s [[config.txt file]].&lt;br /&gt;
* [[KUID]] - Unique identifier for a specific Trainz &#039;&#039;asset&#039;&#039;. Consists of Creator ID, Content ID and Version number fields.&lt;br /&gt;
* KUID Table - The [[Kuid-table_container|kuid-table container]] of an asset&#039;s [[config.txt file]]. Used to specify &#039;&#039;dependencies&#039;&#039;.&lt;br /&gt;
* Dependency - An &#039;&#039;asset&#039;&#039; which is required by this asset in order to function properly.&lt;br /&gt;
* Dependent - An &#039;&#039;asset&#039;&#039; which requires this asset in order to function properly.&lt;br /&gt;
* Obsolete - An &#039;&#039;asset&#039;&#039; is obsolete if it has been replaced by a newer version.&lt;br /&gt;
* String Table - The [[String-table_container|string-table container]] of an asset&#039;s [[config.txt file]]. Used for translatable strings (i.e. anything that will be displayed to the user).&lt;br /&gt;
* Cab / Cabin / Interior - Asset made to represent the inside of an object, typically a &#039;&#039;Vehicle&#039;&#039;.&lt;br /&gt;
* MAX / 3D Studio Max - The commercial [[Modeling]] tool used and supported by Auran.&lt;br /&gt;
* [http://www.blender.org Blender] - A free [[Modeling]] tool with similar functionality to the commercial &#039;&#039;MAX&#039;&#039; software.&lt;br /&gt;
* [[Content Manager]] - Program for querying and editing the &#039;&#039;Trainz Asset Database&#039;&#039;. Common tasks performed with Content Manager include downloading, installing, editing, archiving and removing content.&lt;br /&gt;
* Geometry - A three-dimensional &#039;&#039;mesh&#039;&#039;, without any related textures or material properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=File Formats=&lt;br /&gt;
* [[config.txt file]]&lt;br /&gt;
* .texture.txt file&lt;br /&gt;
* .texture file&lt;br /&gt;
* .pm file&lt;br /&gt;
* [[IM files|.im file]]&lt;br /&gt;
* [[LM.txt file|.lm file]]&lt;br /&gt;
* .gs file&lt;br /&gt;
* .gse file&lt;br /&gt;
* .cdp file&lt;br /&gt;
* .cmpa file&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abbreviations=&lt;br /&gt;
* TAD - Trainz Asset Database.&lt;br /&gt;
* CM - Content Manager.&lt;br /&gt;
* LOD - Level-Of-Detail.&lt;br /&gt;
* IM - Indexed Mesh file format.&lt;br /&gt;
* PM - Progressive Mesh file format.&lt;br /&gt;
* LM - Level-of-detail Mesh file format.&lt;br /&gt;
* TNI - Trainz Native Interface.&lt;/div&gt;</summary>
		<author><name>James moody 2</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Terminology&amp;diff=1172</id>
		<title>Terminology</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Terminology&amp;diff=1172"/>
		<updated>2010-03-03T13:11:25Z</updated>

		<summary type="html">&lt;p&gt;James moody 2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes some of the more common train-related, content-creation-related, and general computing terms used in the Trainz environment. Users are encouraged to add their own common terms to this page in a similar fashion. Please keep in mind that this site is dedicated to TS2009 content creation, and terms which are meaningless in this context may be removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=General Train Terminology=&lt;br /&gt;
* In Advance Of - Signalling term. A signal is said to be &#039;in advance of&#039; something, if a driver stopped at that signal would have to drive forwards to get there.&lt;br /&gt;
* In Rear Of - Signalling term. A signal is said to be &#039;in rear of&#039; something, if a driver stopped at that signal would have to drive backwards to get there.&lt;br /&gt;
&lt;br /&gt;
TBD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Trainz Content Creation=&lt;br /&gt;
* [[Scripting|TrainzScript]] / [[Scripting|GameScript]] - Used interchangeably, these terms refer to the Trainz scripting language.&lt;br /&gt;
* Model - A three-dimensional object, built in a special [[modeling]] package such as Blender or Max. The word &#039;&#039;model&#039;&#039; is often used to describe the concept of a three-dimensional object including properties such as its textures.&lt;br /&gt;
* Mesh - A three-dimensional &#039;&#039;model&#039;&#039; used in the game environment. The word &#039;&#039;mesh&#039;&#039; is often used to refer to a specific game file containing the three-dimensional &#039;&#039;geometry&#039;&#039; without related properties such as the model&#039;s textures.&lt;br /&gt;
* Texture - A two-dimensional image used for [http://en.wikipedia.org/wiki/Texture_mapping texture mapping].&lt;br /&gt;
* Material - A named object with a specific material type in combination with its necessary parameters and &#039;&#039;textures&#039;&#039;.&lt;br /&gt;
* Asset - A single item of content in the Trainz environment, consisting of a &#039;&#039;config.txt file&#039;&#039; and any associated resource files. Each asset is uniquely identified by its &#039;&#039;KUID&#039;&#039;. An asset may reference any number of &#039;&#039;dependencies&#039;&#039; which are required for correct operation. &lt;br /&gt;
* Render call / Draw call - A single hardware rendering operation. This is an important concept when performance is a concern, as there is a substantial performance overhead to each draw call. By minimizing the number of draw calls, the same scene can be rendered at a notably higher frame rate. Each draw call associates one &#039;&#039;material&#039;&#039; with some quantity of &#039;&#039;vertices&#039;&#039; and &#039;&#039;indices&#039;&#039;. &lt;br /&gt;
* [[Mesh stitching]] - A runtime optimization process which combines multiple individual mesh instances into a single &#039;&#039;draw call&#039;&#039; for performance reasons. This results in higher performance with no visible changes.&lt;br /&gt;
* [[Alpha blending]] - The process of using an opacity setting or texture alpha channel to allow partial transparency. Alpha blending is a hardware operation, however by itself blending does not combine well with a traditional hardware depth-buffer technique. The end result is that multiple overlapping layers of alpha blending will not be rendered in the physically correct order without some alternative non-hardware-accelerated techniques. Such techniques should be avoided due to the associated performance losses. In short: use alpha blending sparingly, and do not apply an alpha-blended material to polygons which could do without.&lt;br /&gt;
* [[Alpha masking]] - The process of using a texture alpha channel to &amp;quot;mask out&amp;quot; parts of the texture, allowing arbitrary see-through areas on the texture. Unlike &#039;&#039;alpha blending&#039;&#039;, alpha masking does not allow semi-transparent areas - each resultant texel is either fully textured, or fully transparent. Alpha masking is a fully hardware-accelerated technique.&lt;br /&gt;
* Pixel - &lt;br /&gt;
* Texel - &lt;br /&gt;
* Polygons - In modeling terms, a polygon is always a triangle.&lt;br /&gt;
* Indices - &lt;br /&gt;
* Vertices - The individual three-dimensional (x, y, z) coordinates that form the corner points of &#039;&#039;triangles&#039;&#039; in a &#039;&#039;mesh&#039;&#039; &#039;&#039;geometry&#039;&#039;.&lt;br /&gt;
* Triangles - Three vertices (or specifically, three indices) form a triangle. The triangle is the basic unit of a &#039;&#039;mesh&#039;&#039; &#039;&#039;geometry&#039;&#039;.&lt;br /&gt;
* Mesh Library - An asset which other assets use. These assets refer to the mesh library by KUID, using a &#039;mesh-asset&#039; tag in their mesh table. Nothing special is needed for an asset to be a mesh library, it just has to contain mesh files.&lt;br /&gt;
* Texture Sharing - When two or more &#039;&#039;meshes&#039;&#039; in the same asset (which may be a &#039;&#039;mesh library&#039;&#039;, and thus used by many assets) use the same &#039;&#039;material&#039;&#039; and &#039;&#039;texture&#039;&#039;. Trainz can then use &#039;&#039;mesh stitching&#039;&#039; to render them in the same &#039;&#039;draw call&#039;&#039;, with corresponding performance improvements.&lt;br /&gt;
* Alias - An asset which takes it&#039;s &#039;&#039;mesh&#039;&#039; from another asset, but replaces one or more of the original &#039;&#039;textures&#039;&#039; with locally provided ones. Commonly used to reskin an asset.&lt;br /&gt;
* Route / Layout / Map - &lt;br /&gt;
* Session - &lt;br /&gt;
* Vehicle - All &#039;&#039;assets&#039;&#039; which can be placed into a train (consist). Includes locomotives. Not to be confused with road cars, which are actually &#039;&#039;Trackside&#039;&#039; objects (as they are attached to roads).&lt;br /&gt;
* Spline - A continuous linear 3D model such as a hedge, a fence, a road, or a track. Splines are placed in Surveyor as a series of &#039;&#039;spline control points&#039;&#039; and the geometry is built in a smoothed path between the control points.&lt;br /&gt;
* Map object / Scenery object - A scenery object is an instance of an &#039;&#039;asset&#039;&#039; that is placed in Surveyor at a given location and orientation. &lt;br /&gt;
* Trackside object - A trackside object is a specialisation of a &#039;&#039;scenery object&#039;&#039; that is placed attached to a spline. When the spline is moved, the trackside object is also moved.&lt;br /&gt;
* Bogey - Asset type used to represent wheels and suspension components. Used for anything that needs to rotate as the train moves along the track (e.g. wheels), or move (by rotation or translation) to match the angle and position of the track (e.g. subframe and suspension components). In US terminology, this is normally referred to as a &#039;&#039;truck&#039;&#039;, and in UK terminology as a &#039;&#039;bogie&#039;&#039;.&lt;br /&gt;
* Mip mapping - Process to reduce texture detail for objects in the distance, or at a sharp angle to the camera. Used to avoid problems with aliasing (flicker), which can occur where the texture is of comparable or higher detail than the display equipment.&lt;br /&gt;
* [[Normal map|Normal mapping]] - A more advanced form of &#039;&#039;texture mapping&#039;&#039; which allows per-pixel control over the lighting conditions on the target geometry. Among other benefits, this technique allows a content creator to define small bumps and grooves in a surface in addition to simple coloration.&lt;br /&gt;
* Bump mapping - Another term for &#039;&#039;Normal mapping&#039;&#039;.&lt;br /&gt;
* Specular lighting - &lt;br /&gt;
* Level-Of-Detail / LOD - A technique where an object (typically a mesh) is built with a number of variations which look as close as possible to identical, but which trade off quality and performance to differing degrees. The engine selects between the various levels at runtime based on metrics such as distance from the observer. For textures, &#039;&#039;mip-mapping&#039;&#039; serves a similar purpose without requiring manual attention. All medium-to-high-detail meshes should supply LOD variants.&lt;br /&gt;
* Trainz Asset Database - &lt;br /&gt;
* TrainzUtil - &lt;br /&gt;
* Trainz Native Interface - &lt;br /&gt;
* Mesh Table - The [[&amp;quot;mesh-table&amp;quot; Container]] of an asset&#039;s [[config.txt file]].&lt;br /&gt;
* [[KUID]] - &lt;br /&gt;
* KUID Table - &lt;br /&gt;
* Dependency - &lt;br /&gt;
* Dependent - &lt;br /&gt;
* Obsolete - &lt;br /&gt;
* String Table -&lt;br /&gt;
* Cab / Cabin / Interior - &lt;br /&gt;
* MAX / 3D Studio Max - The commercial [[Modeling]] tool used and supported by Auran.&lt;br /&gt;
* [http://www.blender.org Blender] - A free [[Modeling]] tool with similar functionality to the commercial &#039;&#039;MAX&#039;&#039; software.&lt;br /&gt;
* [[Content Manager]] - &lt;br /&gt;
* Geometry - A three-dimensional &#039;&#039;mesh&#039;&#039;, without any related textures or material properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=File Formats=&lt;br /&gt;
* [[config.txt file]]&lt;br /&gt;
* .texture.txt file&lt;br /&gt;
* .texture file&lt;br /&gt;
* .pm file&lt;br /&gt;
* [[IM files|.im file]]&lt;br /&gt;
* [[LM.txt file|.lm file]]&lt;br /&gt;
* .gs file&lt;br /&gt;
* .gse file&lt;br /&gt;
* .cdp file&lt;br /&gt;
* .cmpa file&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abbreviations=&lt;br /&gt;
* TAD - Trainz Asset Database.&lt;br /&gt;
* CM - Content Manager.&lt;br /&gt;
* LOD - Level-Of-Detail.&lt;br /&gt;
* IM - Indexed Mesh file format.&lt;br /&gt;
* PM - Progressive Mesh file format.&lt;br /&gt;
* LM - Level-of-detail Mesh file format.&lt;br /&gt;
* TNI - Trainz Native Interface.&lt;/div&gt;</summary>
		<author><name>James moody 2</name></author>
	</entry>
</feed>