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	<id>https://wiki.trainzsimulator.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Stokia01</id>
	<title>TrainzOnline - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.trainzsimulator.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Stokia01"/>
	<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/wiki/Special:Contributions/Stokia01"/>
	<updated>2026-11-05T04:54:52Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.46.2</generator>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Custom_category_identifier&amp;diff=44385</id>
		<title>Custom category identifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Custom_category_identifier&amp;diff=44385"/>
		<updated>2025-04-25T23:13:30Z</updated>

		<summary type="html">&lt;p&gt;Stokia01: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;quot;custom-category-list&amp;quot; tag of [[KIND TrainzBaseSpec]] provides a mechanism by which additional machine-visible category tags may be applied to an asset. These custom additions are combined with the builtin asset categorisation to form the asset&#039;s [[Category List]]. Due to the limited use-cases and high potential for naming conflicts, it is recommended that new custom categories are introduced only after discussion with [[N3V Games]]. Other options such as [[KIND Asset-group]] are often more flexible and do not suffer from the same concerns.&lt;br /&gt;
&lt;br /&gt;
Builtin category list codes and custom category identifiers do not share the same namespace, and thus it is not possible to use the &amp;quot;custom-category-list&amp;quot; tag to modify the builtin asset categorisation. In effect, every custom category identifier is prepended with a hash (&amp;quot;#&amp;quot;) character to indicate that it is not a builtin code. This character should not be included in the &amp;quot;custom-category-list&amp;quot; tag, but must be used in any other scenario where you are using an asset&#039;s [[Category List]] but wish to refer to a custom code.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Known Custom-Category-List items ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clutter Effect Layer Assets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Identifies KIND scenery assets to be used in [[Clutter Effect Layer|clutter effect layers.]]&lt;br /&gt;
&lt;br /&gt;
Assets identified using this tag will not be visible in the [[KIND Scenery|Scenery assets]] tab in Trainz.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;custom-category-list     &amp;quot;FXCLT&amp;quot;&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Stokia01</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Clutter_Effect_Layer&amp;diff=44383</id>
		<title>Clutter Effect Layer</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Clutter_Effect_Layer&amp;diff=44383"/>
		<updated>2025-04-25T23:04:06Z</updated>

		<summary type="html">&lt;p&gt;Stokia01: /* Asset Configuration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Clutterexample1.jpg|right|500px]]&lt;br /&gt;
&lt;br /&gt;
The [[Clutter Effect Layer]] is an [[Effect Layer]] type which is used to render small localised ground clutter (small foliage, stones, etc.) As with all effect layers, clutter is painted onto the terrain and automatically generates appropriate geometry for the area surrounding the camera.&lt;br /&gt;
&lt;br /&gt;
== Surveyor Configuration ==&lt;br /&gt;
In Surveyor, effect layers are added and configured using the [[Help:Effect_Layer_Dialog| Effect Layers dialog]]. Once added to the Route, the effect itself is &amp;quot;painted&amp;quot; onto the world using the topology tools (e.g. &amp;quot;Height up&amp;quot;, &amp;quot;Plateau&amp;quot;, etc.). Below is a detailed breakdown of the editable fields for a clutter effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:clutter_effect_options.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
====name====&lt;br /&gt;
The name of this effect layer. This is used for display and identification purposes only, and has no effect on use or visuals.&lt;br /&gt;
&lt;br /&gt;
====clutter-density====&lt;br /&gt;
Data storage semantics for the clutter density data. This controls the amount of data that this effect layer will use within the Route. Allocating more data for an effect layer allows more control over painting it, but there is a (shared) limit to how much data you can allocate for effect layers so it&#039;s best to keep this as low as possible.&lt;br /&gt;
&lt;br /&gt;
Effect data bindings have 3 configurable field. The first field is the bit depth, which controls how much data each effect &amp;quot;vertex&amp;quot; uses. A higher bit depth means more layers of control between the minumum and maximum values, but uses more data. This field can also be set to Zero, meaning that it uses no data within the Route files, and every vertex will use the Default value for this binding. The second field is the vertex grid size. This controls the distance between each effect layer vertex. A smaller value means you can paint the effect with very high precision or over a very small area, but uses more data. A large value is better for quickly bulk filling, and uses much less data storage space, but can be difficult to pain precisely. The final field is the default value. The default is used when the bit depth is set to zero, and to pre-fill newly added ground sections.&lt;br /&gt;
&lt;br /&gt;
====spacing====&lt;br /&gt;
Controls the distance new clutter objects will spawn from each other. A smaller distance also means more meshes will be added, so this field can heavily impact performance.&lt;br /&gt;
&lt;br /&gt;
====random-rotation====&lt;br /&gt;
Enables/disables random mesh rotation around the height (z) axis.&lt;br /&gt;
&lt;br /&gt;
====draw-distance====&lt;br /&gt;
Sets the maximum distance at which this clutter effect will draw. The smaller you can make this the better your performance will be, so take the time to consider a sensible value.&lt;br /&gt;
&lt;br /&gt;
====mesh-assets====&lt;br /&gt;
This is where you select one or more assets to be randomly generated for your clutter layer. &lt;br /&gt;
&lt;br /&gt;
* Click the &amp;quot;Add Asset&amp;quot; button to add a new asset row.&lt;br /&gt;
* Click in the text box to show the list of available clutter assets.&lt;br /&gt;
* Select the asset you want to use in from the dropdown list.&lt;br /&gt;
* Adjust the slider next to each asset to determine how frequently to spawn this particular asset.&lt;br /&gt;
* Move the slider all the way to the right to give a very high spawn frequency.&lt;br /&gt;
* Move the slider all the way to the left stop it from spawning altogether (0 spawn frequency). &lt;br /&gt;
* When the slider is all the way to the left a delete button will also be displayed. Click that to remove this asset row.&lt;br /&gt;
&lt;br /&gt;
Note that performance of each individual mesh asset can vary, so editing this may heavily impact performance.&lt;br /&gt;
&lt;br /&gt;
====avoid-water====&lt;br /&gt;
Whether to avoid rendering this effect under water. This feature was added for the TRS19 2020q1 subscriber update, and is currently only available to subscribers.&lt;br /&gt;
&lt;br /&gt;
====altitude-range====&lt;br /&gt;
The minimum and maximum altitude at which to render this effect. This feature was added for the TRS19 2020q1 subscriber update, and is currently only available to subscribers.&lt;br /&gt;
&lt;br /&gt;
====gradient-range====&lt;br /&gt;
The minimum and maximum terrain gradient (degrees) on which to render this effect. This feature was added for the TRS19 2020q1 subscriber update, and is currently only available to subscribers.&lt;br /&gt;
&lt;br /&gt;
====ground-texture-mask====&lt;br /&gt;
Causes this effect layer to only render on specific ground texture assets. This feature was added for the TRS19 2020q1 subscriber update, and is currently only available to subscribers.&lt;br /&gt;
&lt;br /&gt;
== Asset Configuration ==&lt;br /&gt;
&lt;br /&gt;
Before you start looking at creating assets for Clutter Effect Layers you should have a very good knowledge on how you go about modelling efficient meshes for each LOD level and what textures you should be using for each mesh LOD. You can find an excellent reference on how to model and texture assets under the [[Art_Recommendations#Modeling_Overview|Modelling Overview]] on the Art Recommendations Trainz wiki page.&lt;br /&gt;
&lt;br /&gt;
When using a large amount of clutter objects onscreen at one time, it&#039;s best to have at least the lowest LODs (which shouldn&#039;t be very far from the camera) using a [[Texture Atlas]]. The texture atlas should be as small as it can be while maintaining good visual results (256x256 perhaps) and will hold all the images for all the assets lowest LODs. This means when the lowest LODs are showing (which should be the majority of clutter onscreen most of the time) you&#039;ll only be paying the cost of 1 material shared across all the lowest LODs. &lt;br /&gt;
&lt;br /&gt;
You will also want to share as many single textures between as many assets as possible to cut-down on draw calls where possible - If you have 3 ferns all of different sizes, don&#039;t make 3 copies of the same texture.&lt;br /&gt;
&lt;br /&gt;
You will want to make sure you understand how to create a Trainz [[Mesh Libraries|Mesh Library]] asset so you can utilise texture atlases and sharing of textures between multiple meshes.&lt;br /&gt;
&lt;br /&gt;
Once you start to construct your Trainz mesh library asset be sure to use the [[m.clutter]] material for all your meshes. This will allow your clutter asset to fade in and out where required. You will also want to take note about the fadeInEndDistance and fadeOutEndDistance in your [[mesh metadata file|mesh metadata files]] to get your fade transitions correct.&lt;br /&gt;
&lt;br /&gt;
Assets must also be identified as clutter assets using the tag [[Custom category identifier|custom-category-list]] &amp;quot;FXCLT&amp;quot;.  Assets identified using this tag will not be visible in the Scenery assets tab in Trainz.&lt;br /&gt;
&lt;br /&gt;
== Mesh Asset Creation ==&lt;br /&gt;
&lt;br /&gt;
There are several factors to consider when determining which assets you should put in a clutter layer:&lt;br /&gt;
&lt;br /&gt;
# How big is the asset? Anything that has a size of ~1 metre cubed or smaller can be considered as clutter. This is not to say it must be clutter but anything larger than that you should place with the Objects tab.&lt;br /&gt;
# To get the nice fade-out transition (and fade-in if you&#039;ve configured that) your clutter asset should use the material [[m.clutter]].&lt;br /&gt;
# LODs are a MUST! If your asset has no LOD or poor LOD it will be far too performance heavy for use as clutter.&lt;br /&gt;
&lt;br /&gt;
You can find all the information on creating clutter mesh assets under [[m.clutter]].&lt;br /&gt;
&lt;br /&gt;
It is strongly recommended that assets created for use in a clutter effect layer are small, relatively low polygon (100-500 polygons at highest LOD), with very efficient LOD (typically down to 5-10 polygons at lowest LOD) and using the [[m.clutter]] material type. It is possible to create very attractive and high-density scenery with well-built clutter assets. However inefficient asset creation can very quickly lead to very poor performance.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[TurfFX_Effect_Layer]]&lt;br /&gt;
* [[Effect_Layer_Assets]]&lt;br /&gt;
* [[Color_effect_layer|Color Effect Layer]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Effect_Layer]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Content creation]]&lt;br /&gt;
[[Category:TRS19]]&lt;/div&gt;</summary>
		<author><name>Stokia01</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=%22Lights%22_container&amp;diff=41714</id>
		<title>&quot;Lights&quot; container</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=%22Lights%22_container&amp;diff=41714"/>
		<updated>2024-05-15T00:03:38Z</updated>

		<summary type="html">&lt;p&gt;Stokia01: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; lights {&lt;br /&gt;
   0 {&lt;br /&gt;
     corona &amp;quot;corona_green.tga&amp;quot;&lt;br /&gt;
   }&lt;br /&gt;
   1 {&lt;br /&gt;
     corona &amp;quot;corona_yellow.tga&amp;quot;&lt;br /&gt;
   }&lt;br /&gt;
   2 {&lt;br /&gt;
     corona &amp;quot;corona_red.tga&amp;quot;&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Defines what coronas are attached to what light attachment points.&lt;br /&gt;
&lt;br /&gt;
In this case, light &#039;0&#039; will be shown with file &#039;corona_green.tga&#039; (found in the asset directory) attached to attachment point &#039;a.light0&#039; in the signal mesh. The [[Signals_container|signals container]] will refer to it as &#039;0&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; To comply with TANE onwards creators need to reference the corona via a texture.txt file for example &amp;quot;corona_red.tga&amp;quot; in the config file would need to read &amp;quot;corana_red.texture&amp;quot; So the above example would read&lt;br /&gt;
&lt;br /&gt;
 lights {&lt;br /&gt;
   0 {&lt;br /&gt;
     corona &amp;quot;corona_green.texture&amp;quot;&lt;br /&gt;
   }&lt;br /&gt;
   1 {&lt;br /&gt;
     corona &amp;quot;corona_yellow.texture&amp;quot;&lt;br /&gt;
   }&lt;br /&gt;
   2 {&lt;br /&gt;
     corona &amp;quot;corona_red.texture&amp;quot;&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
An example of the corona_red.texture.txt file would be&lt;br /&gt;
&lt;br /&gt;
Primary=red_corona.tga&lt;br /&gt;
&lt;br /&gt;
Tile=st&lt;br /&gt;
&lt;br /&gt;
This style of referencing will also work with TS12. Each of the coronas must have a solid background and not transparent. &lt;br /&gt;
See also: [[KIND_MOSignal|Kind MOSignal]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Config Container|L]]&lt;/div&gt;</summary>
		<author><name>Stokia01</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=%22Lights%22_container&amp;diff=41713</id>
		<title>&quot;Lights&quot; container</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=%22Lights%22_container&amp;diff=41713"/>
		<updated>2024-05-15T00:03:08Z</updated>

		<summary type="html">&lt;p&gt;Stokia01: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; lights {&lt;br /&gt;
   0 {&lt;br /&gt;
     corona &amp;quot;corona_green.tga&amp;quot;&lt;br /&gt;
   }&lt;br /&gt;
   1 {&lt;br /&gt;
     corona &amp;quot;corona_yellow.tga&amp;quot;&lt;br /&gt;
   }&lt;br /&gt;
   2 {&lt;br /&gt;
     corona &amp;quot;corona_red.tga&amp;quot;&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Defines what coronas are attached to what light attachment points.&lt;br /&gt;
&lt;br /&gt;
In this case, light &#039;0&#039; will be shown with file &#039;corona_green.tga&#039; (found in the asset directory) attached to attachment point &#039;a.light0&#039; in the signal mesh. The [[Signals_container|signals container]] will refer to it as &#039;0&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; To comply with TANE onwards creators need to reference the corona via a texture.txt file for example &amp;quot;corona_red.tga&amp;quot; in the config file would need to read &amp;quot;corana_red.texture&amp;quot; So the above example would read&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 lights {&lt;br /&gt;
   0 {&lt;br /&gt;
     corona &amp;quot;corona_green.texture&amp;quot;&lt;br /&gt;
   }&lt;br /&gt;
   1 {&lt;br /&gt;
     corona &amp;quot;corona_yellow.texture&amp;quot;&lt;br /&gt;
   }&lt;br /&gt;
   2 {&lt;br /&gt;
     corona &amp;quot;corona_red.texture&amp;quot;&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
An example of the corona_red.texture.txt file would be&lt;br /&gt;
&lt;br /&gt;
Primary=red_corona.tga&lt;br /&gt;
&lt;br /&gt;
Tile=st&lt;br /&gt;
&lt;br /&gt;
This style of referencing will also work with TS12. Each of the coronas must have a solid background and not transparent. &lt;br /&gt;
See also: [[KIND_MOSignal|Kind MOSignal]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Config Container|L]]&lt;/div&gt;</summary>
		<author><name>Stokia01</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=%22Lights%22_container&amp;diff=41712</id>
		<title>&quot;Lights&quot; container</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=%22Lights%22_container&amp;diff=41712"/>
		<updated>2024-05-14T23:58:54Z</updated>

		<summary type="html">&lt;p&gt;Stokia01: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; lights {&lt;br /&gt;
   0 {&lt;br /&gt;
     corona &amp;quot;corona_green.tga&amp;quot;&lt;br /&gt;
   }&lt;br /&gt;
   1 {&lt;br /&gt;
     corona &amp;quot;corona_yellow.tga&amp;quot;&lt;br /&gt;
   }&lt;br /&gt;
   2 {&lt;br /&gt;
     corona &amp;quot;corona_red.tga&amp;quot;&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Defines what coronas are attached to what light attachment points.&lt;br /&gt;
&lt;br /&gt;
In this case, light &#039;0&#039; will be shown with file &#039;corona_green.tga&#039; (found in the asset directory) attached to attachment point &#039;a.light0&#039; in the signal mesh. The [[Signals_container|signals container]] will refer to it as &#039;0&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; To comply with TANE onwards creators need to reference the corona via a texture.txt file for example &amp;quot;corona_red.tga&amp;quot; in the config file would need to read &amp;quot;corana_red.texture&amp;quot; So the above example would read&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
lights{&lt;br /&gt;
   0 {&lt;br /&gt;
	corona					&amp;quot;corona_green.texture&amp;quot;&lt;br /&gt;
   }&lt;br /&gt;
   1 {&lt;br /&gt;
	corona					&amp;quot;corona_yellow.texture&amp;quot;&lt;br /&gt;
   }&lt;br /&gt;
   2 {&lt;br /&gt;
	corona					&amp;quot;corona_red.texture&amp;quot;&lt;br /&gt;
   }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
An example of the corona_red.texture.txt file would be&lt;br /&gt;
&lt;br /&gt;
Primary=red_corona.tga&lt;br /&gt;
&lt;br /&gt;
Tile=st&lt;br /&gt;
&lt;br /&gt;
This style of referencing will also work with TS12. Each of the coronas must have a solid background and not transparent. &lt;br /&gt;
See also: [[https://online.ts2009.com/mediaWiki/index.php/KIND_MOSignal]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Config Container|L]]&lt;/div&gt;</summary>
		<author><name>Stokia01</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=%22Lights%22_container&amp;diff=41711</id>
		<title>&quot;Lights&quot; container</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=%22Lights%22_container&amp;diff=41711"/>
		<updated>2024-05-14T23:54:59Z</updated>

		<summary type="html">&lt;p&gt;Stokia01: Update for T:ANE and later handling of Corona textures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; lights {&lt;br /&gt;
   0 {&lt;br /&gt;
     corona &amp;quot;corona_green.tga&amp;quot;&lt;br /&gt;
   }&lt;br /&gt;
   1 {&lt;br /&gt;
     corona &amp;quot;corona_yellow.tga&amp;quot;&lt;br /&gt;
   }&lt;br /&gt;
   2 {&lt;br /&gt;
     corona &amp;quot;corona_red.tga&amp;quot;&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Defines what coronas are attached to what light attachment points.&lt;br /&gt;
&lt;br /&gt;
In this case, light &#039;0&#039; will be shown with file &#039;corona_green.tga&#039; (found in the asset directory) attached to attachment point &#039;a.light0&#039; in the signal mesh. The [[Signals_container|signals container]] will refer to it as &#039;0&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; To comply with TANE onwards creators need to reference the corona via a texture.txt file for example &amp;quot;corona_red.tga&amp;quot; in the config file would need to read &amp;quot;corana_red.texture&amp;quot; So the above example would read&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
lights&lt;br /&gt;
&lt;br /&gt;
{&lt;br /&gt;
	0&lt;br /&gt;
       {&lt;br /&gt;
		corona					&amp;quot;corona_green.texture&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	1&lt;br /&gt;
       {&lt;br /&gt;
		corona					&amp;quot;corona_yellow.texture&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	2&lt;br /&gt;
       {&lt;br /&gt;
		corona					&amp;quot;corona_red.texture&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
An example of the corona_red.texture.txt file would be&lt;br /&gt;
&lt;br /&gt;
Primary=red_corona.tga&lt;br /&gt;
&lt;br /&gt;
Tile=st&lt;br /&gt;
&lt;br /&gt;
This style of referencing will also work with TS12. Each of the coronas must have a solid background and not transparent. &lt;br /&gt;
See also: [[https://online.ts2009.com/mediaWiki/index.php/KIND_MOSignal]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Config Container|L]]&lt;/div&gt;</summary>
		<author><name>Stokia01</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Terminology&amp;diff=31939</id>
		<title>Terminology</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Terminology&amp;diff=31939"/>
		<updated>2022-02-19T00:00:35Z</updated>

		<summary type="html">&lt;p&gt;Stokia01: /* Aa to Bz */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOL-ref-top}}&lt;br /&gt;
This page describes some of the more common train-related, content-creation-related, and general {{wp|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 Trainz content creation, and terms which are meaningless in this context may be removed.&lt;br /&gt;
&amp;lt;!-- Need ParserFunctions and Mediawiki:Common.css &lt;br /&gt;
{{TrainzTip|--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#f9f9a9; border:2px solid green; padding:3px; width:80%; margin: 3px 5% 5px 5%; align:center;&amp;quot;&amp;gt;&#039;&#039;&#039;New Trainzers&#039;&#039;&#039; will find a wealth of general knowledge and terminology in the English language Wikipedia {{wp|Glossary of rail transport terms}}, the {{wp|Train}} and {{wp|Trainz}} articles, and on the {{plain link|http://en.wikibooks.org/wiki/Trainz|Trainz Wikibook}} and it&#039;s {{plain link|http://en.wikibooks.org/wiki/Trainz/Glossary|Trainz Wikibook glossary}}.&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;!--&lt;br /&gt;
}}&lt;br /&gt;
---&amp;gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
==General Train Terminology==&lt;br /&gt;
&lt;br /&gt;
A note about general train terminology: even among nations where English is the official language, there are differences in terminology. For example, in England, the part of track known as a &amp;quot;sleeper&amp;quot; is called a &amp;quot;tie&amp;quot; in North America. An English railroader speaking of a &amp;quot;bogey&amp;quot;, and an North American railroader speaking of a &amp;quot;truck&amp;quot; are likely talking about the same thing. &lt;br /&gt;
&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;
&lt;br /&gt;
&lt;br /&gt;
==Trainz Terms==&lt;br /&gt;
{{sect-stub}}&lt;br /&gt;
===Abbreviations===&lt;br /&gt;
* [[TADDaemon|TAD]] - Trainz Asset Database.&lt;br /&gt;
* [[Content_Manager|CM]] - Content Manager.&lt;br /&gt;
* [[Level_of_Detail|LOD]] - Level-Of-Detail.&lt;br /&gt;
* [[IM_files|IM]] - Indexed Mesh file format.&lt;br /&gt;
* PM - Progressive Mesh file format; this is an obsolete mesh file format that is no longer supported.&lt;br /&gt;
* LM - Config file representation of the [[LM.txt_file]]&amp;quot; file format used by [[Level of Detail]] meshes.&lt;br /&gt;
* TNI - Trainz Native Interface.&lt;br /&gt;
* PBR - [[Physically Based Rendering]]&lt;br /&gt;
* FBX - FilmBoX file format for meshes (Build 4.5 and higher) [[FBX file format]]&lt;br /&gt;
&lt;br /&gt;
===Supported File Formats===&lt;br /&gt;
* {{wp|text file|.TXT files}} like [[config.txt file]], used by Trainz as a data {{Wp|INI file}} type.&lt;br /&gt;
* [[.texture.txt_Files|.texture.txt file]]&lt;br /&gt;
* .texture file&lt;br /&gt;
* .pm file [Note: this is an obsolete, and no longer supported format.]&lt;br /&gt;
* [[IM files|.im file]]&lt;br /&gt;
* [[LM.txt file|.lm file]]&lt;br /&gt;
* .[[trainzmesh file]] a mesh file format created for use with T:ANE and above.  Created by importing meshes in the [[FBX file format]]&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;
===Content Creation===&lt;br /&gt;
&lt;br /&gt;
==== Aa to Bz====&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Alias&#039;&#039;&#039; - 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;
** &amp;lt;code&amp;gt;&#039;&#039;&#039;Note: Assets created with build numbers from Trainz 2009 (version 2.9) onwards cannot use aliasing by reference to an alias asset in the top-level of the config.txt file.  Meshes can be aliased using the mesh-asset tag in the mesh-table folder.&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[[Alpha blending]]&#039;&#039;&#039; - The process of using an opacity setting or texture alpha channel to allow partial transparency. {{wp|Alpha blending}} is a hardware operation, however by itself blending does not combine well with a traditional hardware {{wp|depth-buffer}} technique.&lt;br /&gt;
** 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.&lt;br /&gt;
** In short: use alpha blending sparingly, and do not apply an alpha-blended material to polygons which could do without.&lt;br /&gt;
* &#039;&#039;&#039;[[Alpha masking]]&#039;&#039;&#039; - 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, and so acceptable.&lt;br /&gt;
* &#039;&#039;&#039;Asset&#039;&#039;&#039; - A single item of content in the Trainz environment, consisting of a &#039;&#039;config.txt file&#039;&#039; and any associated resource files.&lt;br /&gt;
** Sometimes, even frequently,... used (incorrectly) interchangeably with &#039;&#039;&#039;&#039;content&#039;&#039;&#039;&#039;; technically, content is an asset included in a route or session&amp;amp;mdash;until then an asset is an potential content item.&lt;br /&gt;
** 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;
* &#039;&#039;&#039;[http://www.blender.org Blender]&#039;&#039;&#039; - A free [[Modeling]] tool with similar functionality to the commercial &#039;&#039;MAX&#039;&#039; software.&lt;br /&gt;
* &#039;&#039;&#039;[[KIND_Bogey|Bogey]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Bump mapping&#039;&#039;&#039; - Another term for &#039;&#039;Normal mapping&#039;&#039;.&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ca to Md====&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Cab / Cabin / Interior&#039;&#039;&#039; - Asset made to represent the inside of an object, typically a &#039;&#039;Vehicle&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[[Content Manager]]&#039;&#039;&#039; - Program for querying and editing the &#039;&#039;Trainz Asset Database&#039;&#039;.&lt;br /&gt;
** Common tasks performed with Content Manager include downloading, uploading, installing, editing, archiving, error trapping (testing for, generation of) and removing content.&lt;br /&gt;
* &#039;&#039;&#039;Dependency&#039;&#039;&#039; - An &#039;&#039;asset&#039;&#039; which is required by this asset in order to function properly.&lt;br /&gt;
* &#039;&#039;&#039;Dependent&#039;&#039;&#039; - An &#039;&#039;asset&#039;&#039; which requires this asset in order to function properly.{{FAB-todo|This is unclear, dependent asset and dependencies are different CM drop down menu choices. Clarify!}}&lt;br /&gt;
* &#039;&#039;&#039;Geometry&#039;&#039;&#039; - A three-dimensional &#039;&#039;mesh&#039;&#039;, without any related textures or material properties.&lt;br /&gt;
* &#039;&#039;&#039;{{wp|GMAX}}&#039;&#039;&#039; -A 3D modeling tool originally produced by Discreet for use in producing game assets. While still available, the software has not been in active development for some time, and is not considered to be a state of the art tool for Trainz asset creation. See also 3DSMax.&lt;br /&gt;
* &#039;&#039;&#039;Indices&#039;&#039;&#039; - Each triangle has three indices. Each index is a reference to a vertex. (Vertices can be shared between multiple polygons).&lt;br /&gt;
* &#039;&#039;&#039;[[KUID]]&#039;&#039;&#039; - Unique identifier for a specific Trainz &#039;&#039;asset&#039;&#039;. Consists of Creator ID, Content ID and Version number fields.&lt;br /&gt;
* &#039;&#039;&#039;[[Kuid-table_container|KUID Table]]&#039;&#039;&#039; - 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;
* {{wp|Level of detail|Level-Of-Detail}} (LOD)&#039;&#039;&#039; - 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 as distance from the viewing point increases and that aids rendering performance to differing degrees. &lt;br /&gt;
** The [[Auran JET]] graphics engine selects between the various levels at runtime based on metrics such as distance from the observer. &lt;br /&gt;
** For textures, &#039;&#039;mip-mapping&#039;&#039; serves a similar purpose without requiring manual attention.&lt;br /&gt;
** All medium-to-high-detail meshes should supply LOD variants. [[LM.txt_file]]s are used for LOD on moving/animated models.&lt;br /&gt;
* &#039;&#039;&#039;[[Material_Types|Material]]&#039;&#039;&#039; - A named object with a specific material type in combination with its necessary parameters and &#039;&#039;textures&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;MAX / {{wp|3D Studio Max}}&#039;&#039;&#039;, or obsolescent {{wp|Gmax}} once bundled with early Trainz retail releases - The commercial [[Modeling]] tool used and supported by Auran.&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Me to Qz====&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;{{wp|Polygon mesh|Mesh}}&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Mesh Library&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;[[Mesh stitching]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;[[&amp;quot;mesh-table&amp;quot;_Container|Mesh Table]]&#039;&#039;&#039; - The [[&amp;quot;mesh-table&amp;quot; Container]] of an asset&#039;s [[config.txt file]].&lt;br /&gt;
* &#039;&#039;&#039;[[Mip mapping]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Model&#039;&#039;&#039; - A {{wp|three-dimensional}} definition of an {{wp|virtual reality|virtual}} 3D 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;
* &#039;&#039;&#039;[[Normal map|Normal mapping]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Obsolete&#039;&#039;&#039; - An &#039;&#039;asset&#039;&#039; is obsolete if it has been replaced by a newer version with newer technology models and definitions, breaking the asset in part for a new [[&amp;quot;Trainz-build&amp;quot; tag]] (version).&lt;br /&gt;
** A container type or tag in a [[KIND]] is obsolete because the programmers say so&amp;amp;mdash;because they have a real need to change the {{wp|data structure}} in a new Trainz advance, &#039;&#039;normally without warning the user community first.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[&amp;quot;String-table&amp;quot; container|String Table]]&#039;&#039;&#039; - The [[&amp;quot;String-table&amp;quot; container]] of an asset&#039;s [[config.txt file]]. Used for localization strings (i.e. anything that will be displayed to the user).&lt;br /&gt;
* &#039;&#039;&#039;Pixel&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Polygons&#039;&#039;&#039; - In modeling terms, a polygon is always a triangle. (Please note, this is different from the 3DSMax definition).&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ra to Tq====&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Render call&#039;&#039;&#039; / &#039;&#039;&#039;Draw call&#039;&#039;&#039; - 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;
* [[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;
* &#039;&#039;&#039;[[KIND_Scenery|Scenery]]&#039;&#039;&#039; / &#039;&#039;&#039;Map object&#039;&#039;&#039;  - 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;
* &#039;&#039;&#039;[[KIND_Profile|Session]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Specular lighting&#039;&#039;&#039; - Lighting effects that vary dependent on the angle of incident light.&lt;br /&gt;
* &#039;&#039;&#039;[[KIND_Track|Spline]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Texel&#039;&#039;&#039; - One texture pixel, once mapped onto a 3D Model and rendered in a scene. Does not correspond to one screen pixel.&lt;br /&gt;
* &#039;&#039;&#039;Texture&#039;&#039;&#039; - A two-dimensional image used for [http://en.wikipedia.org/wiki/Texture_mapping texture mapping].&lt;br /&gt;
* &#039;&#039;&#039;Texture Sharing&#039;&#039;&#039; - When two or more &#039;&#039;{{wp|Polygon mesh|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;
&amp;lt;/big&amp;gt;&lt;br /&gt;
====Tr to Zz====&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[[KIND_Scenery-trackside|Trackside object]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;[[Scripting|TrainzScript]]&#039;&#039;&#039; / [[Scripting|GameScript]] - Used interchangeably, these terms refer to the Trainz scripting language.&lt;br /&gt;
* &#039;&#039;&#039;Trainz Asset Database&#039;&#039;&#039; - Contains all the metadata information about Trainz content. Editable through [[Content Manager]] and [[TrainzUtil]].&lt;br /&gt;
* &#039;&#039;&#039;TrainzUtil&#039;&#039;&#039; - Command line tool to query and edit the &#039;&#039;Trainz Asset Database&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Trainz Native Interface&#039;&#039;&#039; - TBD&lt;br /&gt;
* &#039;&#039;&#039;Triangles&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;[[KIND_Traincar|Vehicle]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Vertices&#039;&#039;&#039; - 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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TOL-ref-bot}}&lt;br /&gt;
[[Category:Trainz Wiki]]&amp;lt;div&amp;gt;&lt;br /&gt;
{{FUN-end}}&amp;lt;div&amp;gt;{{ORP-bot}}&lt;/div&gt;</summary>
		<author><name>Stokia01</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Terminology&amp;diff=31938</id>
		<title>Terminology</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Terminology&amp;diff=31938"/>
		<updated>2022-02-18T23:58:40Z</updated>

		<summary type="html">&lt;p&gt;Stokia01: /* Aa to Bz */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOL-ref-top}}&lt;br /&gt;
This page describes some of the more common train-related, content-creation-related, and general {{wp|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 Trainz content creation, and terms which are meaningless in this context may be removed.&lt;br /&gt;
&amp;lt;!-- Need ParserFunctions and Mediawiki:Common.css &lt;br /&gt;
{{TrainzTip|--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#f9f9a9; border:2px solid green; padding:3px; width:80%; margin: 3px 5% 5px 5%; align:center;&amp;quot;&amp;gt;&#039;&#039;&#039;New Trainzers&#039;&#039;&#039; will find a wealth of general knowledge and terminology in the English language Wikipedia {{wp|Glossary of rail transport terms}}, the {{wp|Train}} and {{wp|Trainz}} articles, and on the {{plain link|http://en.wikibooks.org/wiki/Trainz|Trainz Wikibook}} and it&#039;s {{plain link|http://en.wikibooks.org/wiki/Trainz/Glossary|Trainz Wikibook glossary}}.&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;!--&lt;br /&gt;
}}&lt;br /&gt;
---&amp;gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
==General Train Terminology==&lt;br /&gt;
&lt;br /&gt;
A note about general train terminology: even among nations where English is the official language, there are differences in terminology. For example, in England, the part of track known as a &amp;quot;sleeper&amp;quot; is called a &amp;quot;tie&amp;quot; in North America. An English railroader speaking of a &amp;quot;bogey&amp;quot;, and an North American railroader speaking of a &amp;quot;truck&amp;quot; are likely talking about the same thing. &lt;br /&gt;
&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;
&lt;br /&gt;
&lt;br /&gt;
==Trainz Terms==&lt;br /&gt;
{{sect-stub}}&lt;br /&gt;
===Abbreviations===&lt;br /&gt;
* [[TADDaemon|TAD]] - Trainz Asset Database.&lt;br /&gt;
* [[Content_Manager|CM]] - Content Manager.&lt;br /&gt;
* [[Level_of_Detail|LOD]] - Level-Of-Detail.&lt;br /&gt;
* [[IM_files|IM]] - Indexed Mesh file format.&lt;br /&gt;
* PM - Progressive Mesh file format; this is an obsolete mesh file format that is no longer supported.&lt;br /&gt;
* LM - Config file representation of the [[LM.txt_file]]&amp;quot; file format used by [[Level of Detail]] meshes.&lt;br /&gt;
* TNI - Trainz Native Interface.&lt;br /&gt;
* PBR - [[Physically Based Rendering]]&lt;br /&gt;
* FBX - FilmBoX file format for meshes (Build 4.5 and higher) [[FBX file format]]&lt;br /&gt;
&lt;br /&gt;
===Supported File Formats===&lt;br /&gt;
* {{wp|text file|.TXT files}} like [[config.txt file]], used by Trainz as a data {{Wp|INI file}} type.&lt;br /&gt;
* [[.texture.txt_Files|.texture.txt file]]&lt;br /&gt;
* .texture file&lt;br /&gt;
* .pm file [Note: this is an obsolete, and no longer supported format.]&lt;br /&gt;
* [[IM files|.im file]]&lt;br /&gt;
* [[LM.txt file|.lm file]]&lt;br /&gt;
* .[[trainzmesh file]] a mesh file format created for use with T:ANE and above.  Created by importing meshes in the [[FBX file format]]&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;
===Content Creation===&lt;br /&gt;
&lt;br /&gt;
==== Aa to Bz====&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[[Terminology#Aa to Bz|Alias]]&#039;&#039;&#039; - 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;
** &amp;lt;code&amp;gt;&#039;&#039;&#039;Note: Assets created with build numbers from Trainz 2009 (version 2.9) onwards cannot use aliasing by reference to an alias asset in the top-level of the config.txt file.  Meshes can be aliased using the mesh-asset tag in the mesh-table folder.&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[[Alpha blending]]&#039;&#039;&#039; - The process of using an opacity setting or texture alpha channel to allow partial transparency. {{wp|Alpha blending}} is a hardware operation, however by itself blending does not combine well with a traditional hardware {{wp|depth-buffer}} technique.&lt;br /&gt;
** 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.&lt;br /&gt;
** In short: use alpha blending sparingly, and do not apply an alpha-blended material to polygons which could do without.&lt;br /&gt;
* &#039;&#039;&#039;[[Alpha masking]]&#039;&#039;&#039; - 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, and so acceptable.&lt;br /&gt;
* &#039;&#039;&#039;Asset&#039;&#039;&#039; - A single item of content in the Trainz environment, consisting of a &#039;&#039;config.txt file&#039;&#039; and any associated resource files.&lt;br /&gt;
** Sometimes, even frequently,... used (incorrectly) interchangeably with &#039;&#039;&#039;&#039;content&#039;&#039;&#039;&#039;; technically, content is an asset included in a route or session&amp;amp;mdash;until then an asset is an potential content item.&lt;br /&gt;
** 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;
* &#039;&#039;&#039;[http://www.blender.org Blender]&#039;&#039;&#039; - A free [[Modeling]] tool with similar functionality to the commercial &#039;&#039;MAX&#039;&#039; software.&lt;br /&gt;
* &#039;&#039;&#039;[[KIND_Bogey|Bogey]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Bump mapping&#039;&#039;&#039; - Another term for &#039;&#039;Normal mapping&#039;&#039;.&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ca to Md====&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Cab / Cabin / Interior&#039;&#039;&#039; - Asset made to represent the inside of an object, typically a &#039;&#039;Vehicle&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[[Content Manager]]&#039;&#039;&#039; - Program for querying and editing the &#039;&#039;Trainz Asset Database&#039;&#039;.&lt;br /&gt;
** Common tasks performed with Content Manager include downloading, uploading, installing, editing, archiving, error trapping (testing for, generation of) and removing content.&lt;br /&gt;
* &#039;&#039;&#039;Dependency&#039;&#039;&#039; - An &#039;&#039;asset&#039;&#039; which is required by this asset in order to function properly.&lt;br /&gt;
* &#039;&#039;&#039;Dependent&#039;&#039;&#039; - An &#039;&#039;asset&#039;&#039; which requires this asset in order to function properly.{{FAB-todo|This is unclear, dependent asset and dependencies are different CM drop down menu choices. Clarify!}}&lt;br /&gt;
* &#039;&#039;&#039;Geometry&#039;&#039;&#039; - A three-dimensional &#039;&#039;mesh&#039;&#039;, without any related textures or material properties.&lt;br /&gt;
* &#039;&#039;&#039;{{wp|GMAX}}&#039;&#039;&#039; -A 3D modeling tool originally produced by Discreet for use in producing game assets. While still available, the software has not been in active development for some time, and is not considered to be a state of the art tool for Trainz asset creation. See also 3DSMax.&lt;br /&gt;
* &#039;&#039;&#039;Indices&#039;&#039;&#039; - Each triangle has three indices. Each index is a reference to a vertex. (Vertices can be shared between multiple polygons).&lt;br /&gt;
* &#039;&#039;&#039;[[KUID]]&#039;&#039;&#039; - Unique identifier for a specific Trainz &#039;&#039;asset&#039;&#039;. Consists of Creator ID, Content ID and Version number fields.&lt;br /&gt;
* &#039;&#039;&#039;[[Kuid-table_container|KUID Table]]&#039;&#039;&#039; - 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;
* {{wp|Level of detail|Level-Of-Detail}} (LOD)&#039;&#039;&#039; - 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 as distance from the viewing point increases and that aids rendering performance to differing degrees. &lt;br /&gt;
** The [[Auran JET]] graphics engine selects between the various levels at runtime based on metrics such as distance from the observer. &lt;br /&gt;
** For textures, &#039;&#039;mip-mapping&#039;&#039; serves a similar purpose without requiring manual attention.&lt;br /&gt;
** All medium-to-high-detail meshes should supply LOD variants. [[LM.txt_file]]s are used for LOD on moving/animated models.&lt;br /&gt;
* &#039;&#039;&#039;[[Material_Types|Material]]&#039;&#039;&#039; - A named object with a specific material type in combination with its necessary parameters and &#039;&#039;textures&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;MAX / {{wp|3D Studio Max}}&#039;&#039;&#039;, or obsolescent {{wp|Gmax}} once bundled with early Trainz retail releases - The commercial [[Modeling]] tool used and supported by Auran.&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Me to Qz====&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;{{wp|Polygon mesh|Mesh}}&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Mesh Library&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;[[Mesh stitching]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;[[&amp;quot;mesh-table&amp;quot;_Container|Mesh Table]]&#039;&#039;&#039; - The [[&amp;quot;mesh-table&amp;quot; Container]] of an asset&#039;s [[config.txt file]].&lt;br /&gt;
* &#039;&#039;&#039;[[Mip mapping]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Model&#039;&#039;&#039; - A {{wp|three-dimensional}} definition of an {{wp|virtual reality|virtual}} 3D 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;
* &#039;&#039;&#039;[[Normal map|Normal mapping]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Obsolete&#039;&#039;&#039; - An &#039;&#039;asset&#039;&#039; is obsolete if it has been replaced by a newer version with newer technology models and definitions, breaking the asset in part for a new [[&amp;quot;Trainz-build&amp;quot; tag]] (version).&lt;br /&gt;
** A container type or tag in a [[KIND]] is obsolete because the programmers say so&amp;amp;mdash;because they have a real need to change the {{wp|data structure}} in a new Trainz advance, &#039;&#039;normally without warning the user community first.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[&amp;quot;String-table&amp;quot; container|String Table]]&#039;&#039;&#039; - The [[&amp;quot;String-table&amp;quot; container]] of an asset&#039;s [[config.txt file]]. Used for localization strings (i.e. anything that will be displayed to the user).&lt;br /&gt;
* &#039;&#039;&#039;Pixel&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Polygons&#039;&#039;&#039; - In modeling terms, a polygon is always a triangle. (Please note, this is different from the 3DSMax definition).&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ra to Tq====&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Render call&#039;&#039;&#039; / &#039;&#039;&#039;Draw call&#039;&#039;&#039; - 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;
* [[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;
* &#039;&#039;&#039;[[KIND_Scenery|Scenery]]&#039;&#039;&#039; / &#039;&#039;&#039;Map object&#039;&#039;&#039;  - 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;
* &#039;&#039;&#039;[[KIND_Profile|Session]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Specular lighting&#039;&#039;&#039; - Lighting effects that vary dependent on the angle of incident light.&lt;br /&gt;
* &#039;&#039;&#039;[[KIND_Track|Spline]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Texel&#039;&#039;&#039; - One texture pixel, once mapped onto a 3D Model and rendered in a scene. Does not correspond to one screen pixel.&lt;br /&gt;
* &#039;&#039;&#039;Texture&#039;&#039;&#039; - A two-dimensional image used for [http://en.wikipedia.org/wiki/Texture_mapping texture mapping].&lt;br /&gt;
* &#039;&#039;&#039;Texture Sharing&#039;&#039;&#039; - When two or more &#039;&#039;{{wp|Polygon mesh|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;
&amp;lt;/big&amp;gt;&lt;br /&gt;
====Tr to Zz====&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[[KIND_Scenery-trackside|Trackside object]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;[[Scripting|TrainzScript]]&#039;&#039;&#039; / [[Scripting|GameScript]] - Used interchangeably, these terms refer to the Trainz scripting language.&lt;br /&gt;
* &#039;&#039;&#039;Trainz Asset Database&#039;&#039;&#039; - Contains all the metadata information about Trainz content. Editable through [[Content Manager]] and [[TrainzUtil]].&lt;br /&gt;
* &#039;&#039;&#039;TrainzUtil&#039;&#039;&#039; - Command line tool to query and edit the &#039;&#039;Trainz Asset Database&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Trainz Native Interface&#039;&#039;&#039; - TBD&lt;br /&gt;
* &#039;&#039;&#039;Triangles&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;[[KIND_Traincar|Vehicle]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Vertices&#039;&#039;&#039; - 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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TOL-ref-bot}}&lt;br /&gt;
[[Category:Trainz Wiki]]&amp;lt;div&amp;gt;&lt;br /&gt;
{{FUN-end}}&amp;lt;div&amp;gt;{{ORP-bot}}&lt;/div&gt;</summary>
		<author><name>Stokia01</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Terminology&amp;diff=31937</id>
		<title>Terminology</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Terminology&amp;diff=31937"/>
		<updated>2022-02-18T23:43:18Z</updated>

		<summary type="html">&lt;p&gt;Stokia01: /* Abbreviations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOL-ref-top}}&lt;br /&gt;
This page describes some of the more common train-related, content-creation-related, and general {{wp|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 Trainz content creation, and terms which are meaningless in this context may be removed.&lt;br /&gt;
&amp;lt;!-- Need ParserFunctions and Mediawiki:Common.css &lt;br /&gt;
{{TrainzTip|--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#f9f9a9; border:2px solid green; padding:3px; width:80%; margin: 3px 5% 5px 5%; align:center;&amp;quot;&amp;gt;&#039;&#039;&#039;New Trainzers&#039;&#039;&#039; will find a wealth of general knowledge and terminology in the English language Wikipedia {{wp|Glossary of rail transport terms}}, the {{wp|Train}} and {{wp|Trainz}} articles, and on the {{plain link|http://en.wikibooks.org/wiki/Trainz|Trainz Wikibook}} and it&#039;s {{plain link|http://en.wikibooks.org/wiki/Trainz/Glossary|Trainz Wikibook glossary}}.&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;!--&lt;br /&gt;
}}&lt;br /&gt;
---&amp;gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
==General Train Terminology==&lt;br /&gt;
&lt;br /&gt;
A note about general train terminology: even among nations where English is the official language, there are differences in terminology. For example, in England, the part of track known as a &amp;quot;sleeper&amp;quot; is called a &amp;quot;tie&amp;quot; in North America. An English railroader speaking of a &amp;quot;bogey&amp;quot;, and an North American railroader speaking of a &amp;quot;truck&amp;quot; are likely talking about the same thing. &lt;br /&gt;
&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;
&lt;br /&gt;
&lt;br /&gt;
==Trainz Terms==&lt;br /&gt;
{{sect-stub}}&lt;br /&gt;
===Abbreviations===&lt;br /&gt;
* [[TADDaemon|TAD]] - Trainz Asset Database.&lt;br /&gt;
* [[Content_Manager|CM]] - Content Manager.&lt;br /&gt;
* [[Level_of_Detail|LOD]] - Level-Of-Detail.&lt;br /&gt;
* [[IM_files|IM]] - Indexed Mesh file format.&lt;br /&gt;
* PM - Progressive Mesh file format; this is an obsolete mesh file format that is no longer supported.&lt;br /&gt;
* LM - Config file representation of the [[LM.txt_file]]&amp;quot; file format used by [[Level of Detail]] meshes.&lt;br /&gt;
* TNI - Trainz Native Interface.&lt;br /&gt;
* PBR - [[Physically Based Rendering]]&lt;br /&gt;
* FBX - FilmBoX file format for meshes (Build 4.5 and higher) [[FBX file format]]&lt;br /&gt;
&lt;br /&gt;
===Supported File Formats===&lt;br /&gt;
* {{wp|text file|.TXT files}} like [[config.txt file]], used by Trainz as a data {{Wp|INI file}} type.&lt;br /&gt;
* [[.texture.txt_Files|.texture.txt file]]&lt;br /&gt;
* .texture file&lt;br /&gt;
* .pm file [Note: this is an obsolete, and no longer supported format.]&lt;br /&gt;
* [[IM files|.im file]]&lt;br /&gt;
* [[LM.txt file|.lm file]]&lt;br /&gt;
* .[[trainzmesh file]] a mesh file format created for use with T:ANE and above.  Created by importing meshes in the [[FBX file format]]&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;
===Content Creation===&lt;br /&gt;
&lt;br /&gt;
==== Aa to Bz====&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Alias&#039;&#039;&#039; - 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;
** &amp;lt;code&amp;gt;&#039;&#039;&#039;Note: Assets created with build numbers from Trainz 2009 (version 2.9) onwards cannot use aliasing by reference to an alias asset in the top-level of the config.txt file.  Meshes can be aliased using the mesh-asset tag in the mesh-table folder.&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[[Alpha blending]]&#039;&#039;&#039; - The process of using an opacity setting or texture alpha channel to allow partial transparency. {{wp|Alpha blending}} is a hardware operation, however by itself blending does not combine well with a traditional hardware {{wp|depth-buffer}} technique.&lt;br /&gt;
** 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.&lt;br /&gt;
** In short: use alpha blending sparingly, and do not apply an alpha-blended material to polygons which could do without.&lt;br /&gt;
* &#039;&#039;&#039;[[Alpha masking]]&#039;&#039;&#039; - 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, and so acceptable.&lt;br /&gt;
* &#039;&#039;&#039;Asset&#039;&#039;&#039; - A single item of content in the Trainz environment, consisting of a &#039;&#039;config.txt file&#039;&#039; and any associated resource files.&lt;br /&gt;
** Sometimes, even frequently,... used (incorrectly) interchangeably with &#039;&#039;&#039;&#039;content&#039;&#039;&#039;&#039;; technically, content is an asset included in a route or session&amp;amp;mdash;until then an asset is an potential content item.&lt;br /&gt;
** 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;
* &#039;&#039;&#039;[http://www.blender.org Blender]&#039;&#039;&#039; - A free [[Modeling]] tool with similar functionality to the commercial &#039;&#039;MAX&#039;&#039; software.&lt;br /&gt;
* &#039;&#039;&#039;[[KIND_Bogey|Bogey]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Bump mapping&#039;&#039;&#039; - Another term for &#039;&#039;Normal mapping&#039;&#039;.&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ca to Md====&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Cab / Cabin / Interior&#039;&#039;&#039; - Asset made to represent the inside of an object, typically a &#039;&#039;Vehicle&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[[Content Manager]]&#039;&#039;&#039; - Program for querying and editing the &#039;&#039;Trainz Asset Database&#039;&#039;.&lt;br /&gt;
** Common tasks performed with Content Manager include downloading, uploading, installing, editing, archiving, error trapping (testing for, generation of) and removing content.&lt;br /&gt;
* &#039;&#039;&#039;Dependency&#039;&#039;&#039; - An &#039;&#039;asset&#039;&#039; which is required by this asset in order to function properly.&lt;br /&gt;
* &#039;&#039;&#039;Dependent&#039;&#039;&#039; - An &#039;&#039;asset&#039;&#039; which requires this asset in order to function properly.{{FAB-todo|This is unclear, dependent asset and dependencies are different CM drop down menu choices. Clarify!}}&lt;br /&gt;
* &#039;&#039;&#039;Geometry&#039;&#039;&#039; - A three-dimensional &#039;&#039;mesh&#039;&#039;, without any related textures or material properties.&lt;br /&gt;
* &#039;&#039;&#039;{{wp|GMAX}}&#039;&#039;&#039; -A 3D modeling tool originally produced by Discreet for use in producing game assets. While still available, the software has not been in active development for some time, and is not considered to be a state of the art tool for Trainz asset creation. See also 3DSMax.&lt;br /&gt;
* &#039;&#039;&#039;Indices&#039;&#039;&#039; - Each triangle has three indices. Each index is a reference to a vertex. (Vertices can be shared between multiple polygons).&lt;br /&gt;
* &#039;&#039;&#039;[[KUID]]&#039;&#039;&#039; - Unique identifier for a specific Trainz &#039;&#039;asset&#039;&#039;. Consists of Creator ID, Content ID and Version number fields.&lt;br /&gt;
* &#039;&#039;&#039;[[Kuid-table_container|KUID Table]]&#039;&#039;&#039; - 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;
* {{wp|Level of detail|Level-Of-Detail}} (LOD)&#039;&#039;&#039; - 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 as distance from the viewing point increases and that aids rendering performance to differing degrees. &lt;br /&gt;
** The [[Auran JET]] graphics engine selects between the various levels at runtime based on metrics such as distance from the observer. &lt;br /&gt;
** For textures, &#039;&#039;mip-mapping&#039;&#039; serves a similar purpose without requiring manual attention.&lt;br /&gt;
** All medium-to-high-detail meshes should supply LOD variants. [[LM.txt_file]]s are used for LOD on moving/animated models.&lt;br /&gt;
* &#039;&#039;&#039;[[Material_Types|Material]]&#039;&#039;&#039; - A named object with a specific material type in combination with its necessary parameters and &#039;&#039;textures&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;MAX / {{wp|3D Studio Max}}&#039;&#039;&#039;, or obsolescent {{wp|Gmax}} once bundled with early Trainz retail releases - The commercial [[Modeling]] tool used and supported by Auran.&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Me to Qz====&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;{{wp|Polygon mesh|Mesh}}&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Mesh Library&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;[[Mesh stitching]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;[[&amp;quot;mesh-table&amp;quot;_Container|Mesh Table]]&#039;&#039;&#039; - The [[&amp;quot;mesh-table&amp;quot; Container]] of an asset&#039;s [[config.txt file]].&lt;br /&gt;
* &#039;&#039;&#039;[[Mip mapping]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Model&#039;&#039;&#039; - A {{wp|three-dimensional}} definition of an {{wp|virtual reality|virtual}} 3D 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;
* &#039;&#039;&#039;[[Normal map|Normal mapping]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Obsolete&#039;&#039;&#039; - An &#039;&#039;asset&#039;&#039; is obsolete if it has been replaced by a newer version with newer technology models and definitions, breaking the asset in part for a new [[&amp;quot;Trainz-build&amp;quot; tag]] (version).&lt;br /&gt;
** A container type or tag in a [[KIND]] is obsolete because the programmers say so&amp;amp;mdash;because they have a real need to change the {{wp|data structure}} in a new Trainz advance, &#039;&#039;normally without warning the user community first.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[&amp;quot;String-table&amp;quot; container|String Table]]&#039;&#039;&#039; - The [[&amp;quot;String-table&amp;quot; container]] of an asset&#039;s [[config.txt file]]. Used for localization strings (i.e. anything that will be displayed to the user).&lt;br /&gt;
* &#039;&#039;&#039;Pixel&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Polygons&#039;&#039;&#039; - In modeling terms, a polygon is always a triangle. (Please note, this is different from the 3DSMax definition).&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ra to Tq====&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Render call&#039;&#039;&#039; / &#039;&#039;&#039;Draw call&#039;&#039;&#039; - 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;
* [[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;
* &#039;&#039;&#039;[[KIND_Scenery|Scenery]]&#039;&#039;&#039; / &#039;&#039;&#039;Map object&#039;&#039;&#039;  - 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;
* &#039;&#039;&#039;[[KIND_Profile|Session]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Specular lighting&#039;&#039;&#039; - Lighting effects that vary dependent on the angle of incident light.&lt;br /&gt;
* &#039;&#039;&#039;[[KIND_Track|Spline]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Texel&#039;&#039;&#039; - One texture pixel, once mapped onto a 3D Model and rendered in a scene. Does not correspond to one screen pixel.&lt;br /&gt;
* &#039;&#039;&#039;Texture&#039;&#039;&#039; - A two-dimensional image used for [http://en.wikipedia.org/wiki/Texture_mapping texture mapping].&lt;br /&gt;
* &#039;&#039;&#039;Texture Sharing&#039;&#039;&#039; - When two or more &#039;&#039;{{wp|Polygon mesh|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;
&amp;lt;/big&amp;gt;&lt;br /&gt;
====Tr to Zz====&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[[KIND_Scenery-trackside|Trackside object]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;[[Scripting|TrainzScript]]&#039;&#039;&#039; / [[Scripting|GameScript]] - Used interchangeably, these terms refer to the Trainz scripting language.&lt;br /&gt;
* &#039;&#039;&#039;Trainz Asset Database&#039;&#039;&#039; - Contains all the metadata information about Trainz content. Editable through [[Content Manager]] and [[TrainzUtil]].&lt;br /&gt;
* &#039;&#039;&#039;TrainzUtil&#039;&#039;&#039; - Command line tool to query and edit the &#039;&#039;Trainz Asset Database&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Trainz Native Interface&#039;&#039;&#039; - TBD&lt;br /&gt;
* &#039;&#039;&#039;Triangles&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;[[KIND_Traincar|Vehicle]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Vertices&#039;&#039;&#039; - 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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TOL-ref-bot}}&lt;br /&gt;
[[Category:Trainz Wiki]]&amp;lt;div&amp;gt;&lt;br /&gt;
{{FUN-end}}&amp;lt;div&amp;gt;{{ORP-bot}}&lt;/div&gt;</summary>
		<author><name>Stokia01</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Terminology&amp;diff=31936</id>
		<title>Terminology</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Terminology&amp;diff=31936"/>
		<updated>2022-02-18T23:42:34Z</updated>

		<summary type="html">&lt;p&gt;Stokia01: /* Supported File Formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOL-ref-top}}&lt;br /&gt;
This page describes some of the more common train-related, content-creation-related, and general {{wp|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 Trainz content creation, and terms which are meaningless in this context may be removed.&lt;br /&gt;
&amp;lt;!-- Need ParserFunctions and Mediawiki:Common.css &lt;br /&gt;
{{TrainzTip|--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#f9f9a9; border:2px solid green; padding:3px; width:80%; margin: 3px 5% 5px 5%; align:center;&amp;quot;&amp;gt;&#039;&#039;&#039;New Trainzers&#039;&#039;&#039; will find a wealth of general knowledge and terminology in the English language Wikipedia {{wp|Glossary of rail transport terms}}, the {{wp|Train}} and {{wp|Trainz}} articles, and on the {{plain link|http://en.wikibooks.org/wiki/Trainz|Trainz Wikibook}} and it&#039;s {{plain link|http://en.wikibooks.org/wiki/Trainz/Glossary|Trainz Wikibook glossary}}.&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;!--&lt;br /&gt;
}}&lt;br /&gt;
---&amp;gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
==General Train Terminology==&lt;br /&gt;
&lt;br /&gt;
A note about general train terminology: even among nations where English is the official language, there are differences in terminology. For example, in England, the part of track known as a &amp;quot;sleeper&amp;quot; is called a &amp;quot;tie&amp;quot; in North America. An English railroader speaking of a &amp;quot;bogey&amp;quot;, and an North American railroader speaking of a &amp;quot;truck&amp;quot; are likely talking about the same thing. &lt;br /&gt;
&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;
&lt;br /&gt;
&lt;br /&gt;
==Trainz Terms==&lt;br /&gt;
{{sect-stub}}&lt;br /&gt;
===Abbreviations===&lt;br /&gt;
* [[TADDaemon|TAD]] - Trainz Asset Database.&lt;br /&gt;
* [[Content_Manager|CM]] - Content Manager.&lt;br /&gt;
* [[Level_of_Detail|LOD]] - Level-Of-Detail.&lt;br /&gt;
* [[IM_files|IM]] - Indexed Mesh file format.&lt;br /&gt;
* PM - Progressive Mesh file format; this is an obsolete mesh file format that is no longer supported.&lt;br /&gt;
* LM - Config file representation of the [[LM.txt_file]]&amp;quot; file format used by [[Level of Detail]] meshes.&lt;br /&gt;
* TNI - Trainz Native Interface.&lt;br /&gt;
* PBR - [[Physically Based Rendering]]&lt;br /&gt;
* FBX - FilmBoX file format for meshes (Build 4.5 and higher)&lt;br /&gt;
&lt;br /&gt;
===Supported File Formats===&lt;br /&gt;
* {{wp|text file|.TXT files}} like [[config.txt file]], used by Trainz as a data {{Wp|INI file}} type.&lt;br /&gt;
* [[.texture.txt_Files|.texture.txt file]]&lt;br /&gt;
* .texture file&lt;br /&gt;
* .pm file [Note: this is an obsolete, and no longer supported format.]&lt;br /&gt;
* [[IM files|.im file]]&lt;br /&gt;
* [[LM.txt file|.lm file]]&lt;br /&gt;
* .[[trainzmesh file]] a mesh file format created for use with T:ANE and above.  Created by importing meshes in the [[FBX file format]]&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;
===Content Creation===&lt;br /&gt;
&lt;br /&gt;
==== Aa to Bz====&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Alias&#039;&#039;&#039; - 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;
** &amp;lt;code&amp;gt;&#039;&#039;&#039;Note: Assets created with build numbers from Trainz 2009 (version 2.9) onwards cannot use aliasing by reference to an alias asset in the top-level of the config.txt file.  Meshes can be aliased using the mesh-asset tag in the mesh-table folder.&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[[Alpha blending]]&#039;&#039;&#039; - The process of using an opacity setting or texture alpha channel to allow partial transparency. {{wp|Alpha blending}} is a hardware operation, however by itself blending does not combine well with a traditional hardware {{wp|depth-buffer}} technique.&lt;br /&gt;
** 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.&lt;br /&gt;
** In short: use alpha blending sparingly, and do not apply an alpha-blended material to polygons which could do without.&lt;br /&gt;
* &#039;&#039;&#039;[[Alpha masking]]&#039;&#039;&#039; - 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, and so acceptable.&lt;br /&gt;
* &#039;&#039;&#039;Asset&#039;&#039;&#039; - A single item of content in the Trainz environment, consisting of a &#039;&#039;config.txt file&#039;&#039; and any associated resource files.&lt;br /&gt;
** Sometimes, even frequently,... used (incorrectly) interchangeably with &#039;&#039;&#039;&#039;content&#039;&#039;&#039;&#039;; technically, content is an asset included in a route or session&amp;amp;mdash;until then an asset is an potential content item.&lt;br /&gt;
** 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;
* &#039;&#039;&#039;[http://www.blender.org Blender]&#039;&#039;&#039; - A free [[Modeling]] tool with similar functionality to the commercial &#039;&#039;MAX&#039;&#039; software.&lt;br /&gt;
* &#039;&#039;&#039;[[KIND_Bogey|Bogey]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Bump mapping&#039;&#039;&#039; - Another term for &#039;&#039;Normal mapping&#039;&#039;.&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ca to Md====&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Cab / Cabin / Interior&#039;&#039;&#039; - Asset made to represent the inside of an object, typically a &#039;&#039;Vehicle&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[[Content Manager]]&#039;&#039;&#039; - Program for querying and editing the &#039;&#039;Trainz Asset Database&#039;&#039;.&lt;br /&gt;
** Common tasks performed with Content Manager include downloading, uploading, installing, editing, archiving, error trapping (testing for, generation of) and removing content.&lt;br /&gt;
* &#039;&#039;&#039;Dependency&#039;&#039;&#039; - An &#039;&#039;asset&#039;&#039; which is required by this asset in order to function properly.&lt;br /&gt;
* &#039;&#039;&#039;Dependent&#039;&#039;&#039; - An &#039;&#039;asset&#039;&#039; which requires this asset in order to function properly.{{FAB-todo|This is unclear, dependent asset and dependencies are different CM drop down menu choices. Clarify!}}&lt;br /&gt;
* &#039;&#039;&#039;Geometry&#039;&#039;&#039; - A three-dimensional &#039;&#039;mesh&#039;&#039;, without any related textures or material properties.&lt;br /&gt;
* &#039;&#039;&#039;{{wp|GMAX}}&#039;&#039;&#039; -A 3D modeling tool originally produced by Discreet for use in producing game assets. While still available, the software has not been in active development for some time, and is not considered to be a state of the art tool for Trainz asset creation. See also 3DSMax.&lt;br /&gt;
* &#039;&#039;&#039;Indices&#039;&#039;&#039; - Each triangle has three indices. Each index is a reference to a vertex. (Vertices can be shared between multiple polygons).&lt;br /&gt;
* &#039;&#039;&#039;[[KUID]]&#039;&#039;&#039; - Unique identifier for a specific Trainz &#039;&#039;asset&#039;&#039;. Consists of Creator ID, Content ID and Version number fields.&lt;br /&gt;
* &#039;&#039;&#039;[[Kuid-table_container|KUID Table]]&#039;&#039;&#039; - 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;
* {{wp|Level of detail|Level-Of-Detail}} (LOD)&#039;&#039;&#039; - 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 as distance from the viewing point increases and that aids rendering performance to differing degrees. &lt;br /&gt;
** The [[Auran JET]] graphics engine selects between the various levels at runtime based on metrics such as distance from the observer. &lt;br /&gt;
** For textures, &#039;&#039;mip-mapping&#039;&#039; serves a similar purpose without requiring manual attention.&lt;br /&gt;
** All medium-to-high-detail meshes should supply LOD variants. [[LM.txt_file]]s are used for LOD on moving/animated models.&lt;br /&gt;
* &#039;&#039;&#039;[[Material_Types|Material]]&#039;&#039;&#039; - A named object with a specific material type in combination with its necessary parameters and &#039;&#039;textures&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;MAX / {{wp|3D Studio Max}}&#039;&#039;&#039;, or obsolescent {{wp|Gmax}} once bundled with early Trainz retail releases - The commercial [[Modeling]] tool used and supported by Auran.&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Me to Qz====&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;{{wp|Polygon mesh|Mesh}}&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Mesh Library&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;[[Mesh stitching]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;[[&amp;quot;mesh-table&amp;quot;_Container|Mesh Table]]&#039;&#039;&#039; - The [[&amp;quot;mesh-table&amp;quot; Container]] of an asset&#039;s [[config.txt file]].&lt;br /&gt;
* &#039;&#039;&#039;[[Mip mapping]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Model&#039;&#039;&#039; - A {{wp|three-dimensional}} definition of an {{wp|virtual reality|virtual}} 3D 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;
* &#039;&#039;&#039;[[Normal map|Normal mapping]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Obsolete&#039;&#039;&#039; - An &#039;&#039;asset&#039;&#039; is obsolete if it has been replaced by a newer version with newer technology models and definitions, breaking the asset in part for a new [[&amp;quot;Trainz-build&amp;quot; tag]] (version).&lt;br /&gt;
** A container type or tag in a [[KIND]] is obsolete because the programmers say so&amp;amp;mdash;because they have a real need to change the {{wp|data structure}} in a new Trainz advance, &#039;&#039;normally without warning the user community first.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[&amp;quot;String-table&amp;quot; container|String Table]]&#039;&#039;&#039; - The [[&amp;quot;String-table&amp;quot; container]] of an asset&#039;s [[config.txt file]]. Used for localization strings (i.e. anything that will be displayed to the user).&lt;br /&gt;
* &#039;&#039;&#039;Pixel&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Polygons&#039;&#039;&#039; - In modeling terms, a polygon is always a triangle. (Please note, this is different from the 3DSMax definition).&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ra to Tq====&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Render call&#039;&#039;&#039; / &#039;&#039;&#039;Draw call&#039;&#039;&#039; - 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;
* [[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;
* &#039;&#039;&#039;[[KIND_Scenery|Scenery]]&#039;&#039;&#039; / &#039;&#039;&#039;Map object&#039;&#039;&#039;  - 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;
* &#039;&#039;&#039;[[KIND_Profile|Session]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Specular lighting&#039;&#039;&#039; - Lighting effects that vary dependent on the angle of incident light.&lt;br /&gt;
* &#039;&#039;&#039;[[KIND_Track|Spline]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Texel&#039;&#039;&#039; - One texture pixel, once mapped onto a 3D Model and rendered in a scene. Does not correspond to one screen pixel.&lt;br /&gt;
* &#039;&#039;&#039;Texture&#039;&#039;&#039; - A two-dimensional image used for [http://en.wikipedia.org/wiki/Texture_mapping texture mapping].&lt;br /&gt;
* &#039;&#039;&#039;Texture Sharing&#039;&#039;&#039; - When two or more &#039;&#039;{{wp|Polygon mesh|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;
&amp;lt;/big&amp;gt;&lt;br /&gt;
====Tr to Zz====&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[[KIND_Scenery-trackside|Trackside object]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;[[Scripting|TrainzScript]]&#039;&#039;&#039; / [[Scripting|GameScript]] - Used interchangeably, these terms refer to the Trainz scripting language.&lt;br /&gt;
* &#039;&#039;&#039;Trainz Asset Database&#039;&#039;&#039; - Contains all the metadata information about Trainz content. Editable through [[Content Manager]] and [[TrainzUtil]].&lt;br /&gt;
* &#039;&#039;&#039;TrainzUtil&#039;&#039;&#039; - Command line tool to query and edit the &#039;&#039;Trainz Asset Database&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Trainz Native Interface&#039;&#039;&#039; - TBD&lt;br /&gt;
* &#039;&#039;&#039;Triangles&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;[[KIND_Traincar|Vehicle]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Vertices&#039;&#039;&#039; - 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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TOL-ref-bot}}&lt;br /&gt;
[[Category:Trainz Wiki]]&amp;lt;div&amp;gt;&lt;br /&gt;
{{FUN-end}}&amp;lt;div&amp;gt;{{ORP-bot}}&lt;/div&gt;</summary>
		<author><name>Stokia01</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Terminology&amp;diff=31935</id>
		<title>Terminology</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Terminology&amp;diff=31935"/>
		<updated>2022-02-18T23:36:12Z</updated>

		<summary type="html">&lt;p&gt;Stokia01: /* Abbreviations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOL-ref-top}}&lt;br /&gt;
This page describes some of the more common train-related, content-creation-related, and general {{wp|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 Trainz content creation, and terms which are meaningless in this context may be removed.&lt;br /&gt;
&amp;lt;!-- Need ParserFunctions and Mediawiki:Common.css &lt;br /&gt;
{{TrainzTip|--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#f9f9a9; border:2px solid green; padding:3px; width:80%; margin: 3px 5% 5px 5%; align:center;&amp;quot;&amp;gt;&#039;&#039;&#039;New Trainzers&#039;&#039;&#039; will find a wealth of general knowledge and terminology in the English language Wikipedia {{wp|Glossary of rail transport terms}}, the {{wp|Train}} and {{wp|Trainz}} articles, and on the {{plain link|http://en.wikibooks.org/wiki/Trainz|Trainz Wikibook}} and it&#039;s {{plain link|http://en.wikibooks.org/wiki/Trainz/Glossary|Trainz Wikibook glossary}}.&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;!--&lt;br /&gt;
}}&lt;br /&gt;
---&amp;gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
==General Train Terminology==&lt;br /&gt;
&lt;br /&gt;
A note about general train terminology: even among nations where English is the official language, there are differences in terminology. For example, in England, the part of track known as a &amp;quot;sleeper&amp;quot; is called a &amp;quot;tie&amp;quot; in North America. An English railroader speaking of a &amp;quot;bogey&amp;quot;, and an North American railroader speaking of a &amp;quot;truck&amp;quot; are likely talking about the same thing. &lt;br /&gt;
&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;
&lt;br /&gt;
&lt;br /&gt;
==Trainz Terms==&lt;br /&gt;
{{sect-stub}}&lt;br /&gt;
===Abbreviations===&lt;br /&gt;
* [[TADDaemon|TAD]] - Trainz Asset Database.&lt;br /&gt;
* [[Content_Manager|CM]] - Content Manager.&lt;br /&gt;
* [[Level_of_Detail|LOD]] - Level-Of-Detail.&lt;br /&gt;
* [[IM_files|IM]] - Indexed Mesh file format.&lt;br /&gt;
* PM - Progressive Mesh file format; this is an obsolete mesh file format that is no longer supported.&lt;br /&gt;
* LM - Config file representation of the [[LM.txt_file]]&amp;quot; file format used by [[Level of Detail]] meshes.&lt;br /&gt;
* TNI - Trainz Native Interface.&lt;br /&gt;
* PBR - [[Physically Based Rendering]]&lt;br /&gt;
* FBX - FilmBoX file format for meshes (Build 4.5 and higher)&lt;br /&gt;
&lt;br /&gt;
===Supported File Formats===&lt;br /&gt;
* {{wp|text file|.TXT files}} like [[config.txt file]], used by Trainz as a data {{Wp|INI file}} type.&lt;br /&gt;
* [[.texture.txt_Files|.texture.txt file]]&lt;br /&gt;
* .texture file&lt;br /&gt;
* .pm file [Note: this is an obsolete, and no longer supported format.]&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;
===Content Creation===&lt;br /&gt;
&lt;br /&gt;
==== Aa to Bz====&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Alias&#039;&#039;&#039; - 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;
** &amp;lt;code&amp;gt;&#039;&#039;&#039;Note: Assets created with build numbers from Trainz 2009 (version 2.9) onwards cannot use aliasing by reference to an alias asset in the top-level of the config.txt file.  Meshes can be aliased using the mesh-asset tag in the mesh-table folder.&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[[Alpha blending]]&#039;&#039;&#039; - The process of using an opacity setting or texture alpha channel to allow partial transparency. {{wp|Alpha blending}} is a hardware operation, however by itself blending does not combine well with a traditional hardware {{wp|depth-buffer}} technique.&lt;br /&gt;
** 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.&lt;br /&gt;
** In short: use alpha blending sparingly, and do not apply an alpha-blended material to polygons which could do without.&lt;br /&gt;
* &#039;&#039;&#039;[[Alpha masking]]&#039;&#039;&#039; - 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, and so acceptable.&lt;br /&gt;
* &#039;&#039;&#039;Asset&#039;&#039;&#039; - A single item of content in the Trainz environment, consisting of a &#039;&#039;config.txt file&#039;&#039; and any associated resource files.&lt;br /&gt;
** Sometimes, even frequently,... used (incorrectly) interchangeably with &#039;&#039;&#039;&#039;content&#039;&#039;&#039;&#039;; technically, content is an asset included in a route or session&amp;amp;mdash;until then an asset is an potential content item.&lt;br /&gt;
** 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;
* &#039;&#039;&#039;[http://www.blender.org Blender]&#039;&#039;&#039; - A free [[Modeling]] tool with similar functionality to the commercial &#039;&#039;MAX&#039;&#039; software.&lt;br /&gt;
* &#039;&#039;&#039;[[KIND_Bogey|Bogey]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Bump mapping&#039;&#039;&#039; - Another term for &#039;&#039;Normal mapping&#039;&#039;.&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ca to Md====&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Cab / Cabin / Interior&#039;&#039;&#039; - Asset made to represent the inside of an object, typically a &#039;&#039;Vehicle&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[[Content Manager]]&#039;&#039;&#039; - Program for querying and editing the &#039;&#039;Trainz Asset Database&#039;&#039;.&lt;br /&gt;
** Common tasks performed with Content Manager include downloading, uploading, installing, editing, archiving, error trapping (testing for, generation of) and removing content.&lt;br /&gt;
* &#039;&#039;&#039;Dependency&#039;&#039;&#039; - An &#039;&#039;asset&#039;&#039; which is required by this asset in order to function properly.&lt;br /&gt;
* &#039;&#039;&#039;Dependent&#039;&#039;&#039; - An &#039;&#039;asset&#039;&#039; which requires this asset in order to function properly.{{FAB-todo|This is unclear, dependent asset and dependencies are different CM drop down menu choices. Clarify!}}&lt;br /&gt;
* &#039;&#039;&#039;Geometry&#039;&#039;&#039; - A three-dimensional &#039;&#039;mesh&#039;&#039;, without any related textures or material properties.&lt;br /&gt;
* &#039;&#039;&#039;{{wp|GMAX}}&#039;&#039;&#039; -A 3D modeling tool originally produced by Discreet for use in producing game assets. While still available, the software has not been in active development for some time, and is not considered to be a state of the art tool for Trainz asset creation. See also 3DSMax.&lt;br /&gt;
* &#039;&#039;&#039;Indices&#039;&#039;&#039; - Each triangle has three indices. Each index is a reference to a vertex. (Vertices can be shared between multiple polygons).&lt;br /&gt;
* &#039;&#039;&#039;[[KUID]]&#039;&#039;&#039; - Unique identifier for a specific Trainz &#039;&#039;asset&#039;&#039;. Consists of Creator ID, Content ID and Version number fields.&lt;br /&gt;
* &#039;&#039;&#039;[[Kuid-table_container|KUID Table]]&#039;&#039;&#039; - 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;
* {{wp|Level of detail|Level-Of-Detail}} (LOD)&#039;&#039;&#039; - 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 as distance from the viewing point increases and that aids rendering performance to differing degrees. &lt;br /&gt;
** The [[Auran JET]] graphics engine selects between the various levels at runtime based on metrics such as distance from the observer. &lt;br /&gt;
** For textures, &#039;&#039;mip-mapping&#039;&#039; serves a similar purpose without requiring manual attention.&lt;br /&gt;
** All medium-to-high-detail meshes should supply LOD variants. [[LM.txt_file]]s are used for LOD on moving/animated models.&lt;br /&gt;
* &#039;&#039;&#039;[[Material_Types|Material]]&#039;&#039;&#039; - A named object with a specific material type in combination with its necessary parameters and &#039;&#039;textures&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;MAX / {{wp|3D Studio Max}}&#039;&#039;&#039;, or obsolescent {{wp|Gmax}} once bundled with early Trainz retail releases - The commercial [[Modeling]] tool used and supported by Auran.&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Me to Qz====&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;{{wp|Polygon mesh|Mesh}}&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Mesh Library&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;[[Mesh stitching]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;[[&amp;quot;mesh-table&amp;quot;_Container|Mesh Table]]&#039;&#039;&#039; - The [[&amp;quot;mesh-table&amp;quot; Container]] of an asset&#039;s [[config.txt file]].&lt;br /&gt;
* &#039;&#039;&#039;[[Mip mapping]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Model&#039;&#039;&#039; - A {{wp|three-dimensional}} definition of an {{wp|virtual reality|virtual}} 3D 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;
* &#039;&#039;&#039;[[Normal map|Normal mapping]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Obsolete&#039;&#039;&#039; - An &#039;&#039;asset&#039;&#039; is obsolete if it has been replaced by a newer version with newer technology models and definitions, breaking the asset in part for a new [[&amp;quot;Trainz-build&amp;quot; tag]] (version).&lt;br /&gt;
** A container type or tag in a [[KIND]] is obsolete because the programmers say so&amp;amp;mdash;because they have a real need to change the {{wp|data structure}} in a new Trainz advance, &#039;&#039;normally without warning the user community first.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[&amp;quot;String-table&amp;quot; container|String Table]]&#039;&#039;&#039; - The [[&amp;quot;String-table&amp;quot; container]] of an asset&#039;s [[config.txt file]]. Used for localization strings (i.e. anything that will be displayed to the user).&lt;br /&gt;
* &#039;&#039;&#039;Pixel&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Polygons&#039;&#039;&#039; - In modeling terms, a polygon is always a triangle. (Please note, this is different from the 3DSMax definition).&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ra to Tq====&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Render call&#039;&#039;&#039; / &#039;&#039;&#039;Draw call&#039;&#039;&#039; - 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;
* [[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;
* &#039;&#039;&#039;[[KIND_Scenery|Scenery]]&#039;&#039;&#039; / &#039;&#039;&#039;Map object&#039;&#039;&#039;  - 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;
* &#039;&#039;&#039;[[KIND_Profile|Session]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Specular lighting&#039;&#039;&#039; - Lighting effects that vary dependent on the angle of incident light.&lt;br /&gt;
* &#039;&#039;&#039;[[KIND_Track|Spline]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Texel&#039;&#039;&#039; - One texture pixel, once mapped onto a 3D Model and rendered in a scene. Does not correspond to one screen pixel.&lt;br /&gt;
* &#039;&#039;&#039;Texture&#039;&#039;&#039; - A two-dimensional image used for [http://en.wikipedia.org/wiki/Texture_mapping texture mapping].&lt;br /&gt;
* &#039;&#039;&#039;Texture Sharing&#039;&#039;&#039; - When two or more &#039;&#039;{{wp|Polygon mesh|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;
&amp;lt;/big&amp;gt;&lt;br /&gt;
====Tr to Zz====&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[[KIND_Scenery-trackside|Trackside object]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;[[Scripting|TrainzScript]]&#039;&#039;&#039; / [[Scripting|GameScript]] - Used interchangeably, these terms refer to the Trainz scripting language.&lt;br /&gt;
* &#039;&#039;&#039;Trainz Asset Database&#039;&#039;&#039; - Contains all the metadata information about Trainz content. Editable through [[Content Manager]] and [[TrainzUtil]].&lt;br /&gt;
* &#039;&#039;&#039;TrainzUtil&#039;&#039;&#039; - Command line tool to query and edit the &#039;&#039;Trainz Asset Database&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Trainz Native Interface&#039;&#039;&#039; - TBD&lt;br /&gt;
* &#039;&#039;&#039;Triangles&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;[[KIND_Traincar|Vehicle]]&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;Vertices&#039;&#039;&#039; - 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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TOL-ref-bot}}&lt;br /&gt;
[[Category:Trainz Wiki]]&amp;lt;div&amp;gt;&lt;br /&gt;
{{FUN-end}}&amp;lt;div&amp;gt;{{ORP-bot}}&lt;/div&gt;</summary>
		<author><name>Stokia01</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Content_Configuration&amp;diff=31933</id>
		<title>Content Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Content_Configuration&amp;diff=31933"/>
		<updated>2022-02-18T11:10:37Z</updated>

		<summary type="html">&lt;p&gt;Stokia01: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ORP-top}}&lt;br /&gt;
:&#039;&#039;For a new-user walk-through explaining how to create various types of content, see the [[HowTo]] Guides page instead.&#039;&#039;&lt;br /&gt;
==Overview of Trainz Content==&lt;br /&gt;
This page acts as reference manual for all Trainz content, and its legal {{wp|data type}}s ([[KIND]]s) and {{wp|data structure}}s (generally, [[:category:Config Container|Containers]]). It is intended to provide accurate and concise description of the capabilities and configuration of Trainz current-version content. To the new user, particularly those with no familiarity with programming language practices, the information in this page can become a starting point to understanding. Every Trainz asset from the mighty collection of assets contained in a route to the lowliest scenery item such as imitation grass,  the color of a rock or field&amp;amp;mdash;all have two things in common: The list of common legal tag names which begin the definition of the asset found in the [[TrainzBaseSpec]].&lt;br /&gt;
&lt;br /&gt;
==Structure of a Trainz Asset==&lt;br /&gt;
Each item of Trainz content (&amp;quot;an asset&amp;quot;) is created as the contents of a single operating system folder, containing a [[config.txt file]] and some number of supporting files and/or folders and their files. Files located in the content folder must obey the [[Filename character restrictions]] and each item should be directly relevant to the asset in question. When committed or as in newer Trainz releases, tested for validation before commitment, the asset&#039;s folder contents and the [[config.txt file]] will be validated against one another, the ideal minimum definitions will be bounced against those and each must be in balance and correct with respect to one another.&lt;br /&gt;
&lt;br /&gt;
==Content Types==&lt;br /&gt;
Each asset built for the Trainz environment follows a preset template, which defines what tags can be included in the [[config.txt file]], what capabilities the asset will have, and how the user can manipulate the asset in-game. The following types of custom content are supported by Trainz:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[KIND Achievement-category]] - Achievement category descriptor.&lt;br /&gt;
* [[KIND Achievement-group]] - Achievement group descriptor.&lt;br /&gt;
* [[KIND Asset-group]] - Asset group descriptor.&lt;br /&gt;
* [[KIND Behavior]] - Session rules.&lt;br /&gt;
* [[KIND Bogey]]&lt;br /&gt;
* [[KIND Buildable]] - Basic scenery object with attached track.&lt;br /&gt;
* [[KIND Controlset]] - Defines a set of input controls&lt;br /&gt;
* [[KIND Drivercharacter]]&lt;br /&gt;
* [[KIND Drivercommand]]&lt;br /&gt;
* [[KIND Engine]]&lt;br /&gt;
* [[KIND Enginesound]]&lt;br /&gt;
* [[KIND Environment]] - Defines a set of skies.&lt;br /&gt;
* [[KIND Fixedtrack]]&lt;br /&gt;
* [[KIND Gameplaymenu]] - Main menu page.&lt;br /&gt;
* [[KIND Groundtexture]] - Textures for painting the ground.&lt;br /&gt;
* [[KIND Hornsound]]&lt;br /&gt;
* [[KIND HTML-asset]]&lt;br /&gt;
* [[KIND Industry]] - Scenery object with attached track and product processing functionality.&lt;br /&gt;
* [[KIND Interior]]&lt;br /&gt;
* [[KIND Interlocking-Tower|KIND Interlocking-Tower]]&lt;br /&gt;
* [[KIND Library]] - Script Libraries.&lt;br /&gt;
* [[KIND Map]] - Routes.&lt;br /&gt;
* [[KIND Mesh]]&lt;br /&gt;
|&lt;br /&gt;
* [[KIND MOCrossing]] - Grade crossings.&lt;br /&gt;
* [[KIND MOJunction]] - Junction levers.&lt;br /&gt;
* [[KIND MOSignal]] - Railroad signals.&lt;br /&gt;
* [[KIND MOSpeedboard]]&lt;br /&gt;
* [[KIND Pantograph]]&lt;br /&gt;
* [[KIND Product]]&lt;br /&gt;
* [[KIND Product-category]]&lt;br /&gt;
* [[KIND Profile]] - Sessions.by an older title&lt;br /&gt;
* [[KIND Region]] - Defines the area of the world, as well as traffic style.&lt;br /&gt;
* [[KIND Scenery]] - A basic object.&lt;br /&gt;
* [[KIND Scenery-trackside]] - Object that attaches to track.&lt;br /&gt;
* [[KIND Servlet]] - An iTrainz servlet daemon.&lt;br /&gt;
* [[KIND Steam-engine]]&lt;br /&gt;
* [[KIND Texture]] - A texture defined for use in other objects.&lt;br /&gt;
* [[KIND Texture-group]] - A group of textures defined for use with other objects.&lt;br /&gt;
* [[KIND Track]] - (including Bridges and Tunnels) and scenery splines are built using TS2009 Stitched track.&lt;br /&gt;
* [[KIND Tracksound]]&lt;br /&gt;
* [[KIND Traincar]] - Locomotives and Rolling Stock.&lt;br /&gt;
* [[KIND Turntable]]&lt;br /&gt;
* [[KIND Water2]] - Water for rivers / seas.&lt;br /&gt;
|}&amp;lt;!-- careful, part of a wiki-table --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Category Tags==&lt;br /&gt;
Category tags are an aid to sorting and selecting appropriate content that would be found in a time or place, or of narrowing down a particular sort of asset (Category Class codes), mainly in filters and when running [[Content Manager]].&lt;br /&gt;
*[[Category Class]] - For Category search.&lt;br /&gt;
*[[Category Region]] - For Region search&lt;br /&gt;
*[[Category Era]] - For Era Search&lt;br /&gt;
==Feedback==&lt;br /&gt;
[[Content Configuration Feature Requests]] - &#039;&#039;ask here for new config.txt files features&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
Categories are the sometimes overlooked superhighways of getting around in a Wiki project, and the user will find these listed are index pages to finding things faintly remembered efficiently and effectively:&lt;br /&gt;
*[[:Category:Asset KIND]]&lt;br /&gt;
*[[:Category:Config Container]]&lt;br /&gt;
*[[:Category:Config Tag]]&lt;br /&gt;
*[[:Category:Content configuration]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
The following category pages will list and index Trainz specific articles throughout this Wiki&lt;br /&gt;
*[[:Category:Trainz fundamentals pages]]&lt;br /&gt;
*[[:Category:Trainz reference pages]]&lt;br /&gt;
*[[:Category:Trainz Wiki]]&lt;br /&gt;
{{ORP-bot}}&lt;br /&gt;
&lt;br /&gt;
[[Modeling]]&lt;br /&gt;
[[Content creation]]&lt;/div&gt;</summary>
		<author><name>Stokia01</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=CCG/Common_Tags&amp;diff=31932</id>
		<title>CCG/Common Tags</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=CCG/Common_Tags&amp;diff=31932"/>
		<updated>2022-02-18T11:00:50Z</updated>

		<summary type="html">&lt;p&gt;Stokia01: /* trainz-build */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Common Tags==&lt;br /&gt;
The following tags are present in all kinds.&lt;br /&gt;
&lt;br /&gt;
====kuid====&lt;br /&gt;
:The &amp;quot;unique identifier&amp;quot; number for the asset. When creating new assets with Content Creator Plus, the asset kuid will be automatically generated.&lt;br /&gt;
:See Page 4 for more information on kuids.&lt;br /&gt;
:Example value: &amp;quot;56113:1107:0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====trainz-build====&lt;br /&gt;
:The [[&amp;quot;trainz-build&amp;quot;_number]] for which the asset was created. TS12 assets will have a trainz-build number of 3.5, automatically generated from CCP.&lt;br /&gt;
     TS12 SP1      3.6&lt;br /&gt;
     TS12          3.5&lt;br /&gt;
     TS2010 SP2    3.4&lt;br /&gt;
     TS2010 SP1    3.3&lt;br /&gt;
     TS2010        3.2&lt;br /&gt;
     TS2009 SP2    3.1&lt;br /&gt;
     TS2009 SP1    3.0&lt;br /&gt;
     TS2009        2.9&lt;br /&gt;
     TC3           2.8&lt;br /&gt;
     TC &amp;amp; TC2      2.7&lt;br /&gt;
     TRS2006 SP1   2.6&lt;br /&gt;
     TRS2006       2.5&lt;br /&gt;
     TRS2004 SP4   2.4&lt;br /&gt;
     TRS2004 SP3   2.3&lt;br /&gt;
     TRS2004 SP2   2.2&lt;br /&gt;
     TRS2004 SP1   2.1&lt;br /&gt;
     TRS2004       2.0&lt;br /&gt;
     UTC           1.5&lt;br /&gt;
     Trainz SP3    1.3&lt;br /&gt;
     Trainz 1.2    1.2&lt;br /&gt;
     Trainz 1.1.1  1.11&lt;br /&gt;
     Trainz 1.1    1.1&lt;br /&gt;
     Trainz CE     1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Note:&#039;&#039;&#039; When editing an asset in Content Creator Plus, the trainz-build will automatically be upgraded to whatver version of Trainz you are running in order to support newly added tags and functions. &lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;2.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====category-class====&lt;br /&gt;
:The class code for this asset. A full list of class codes is provided in the Chapter 11 [[Category Class]] appendix.&lt;br /&gt;
&lt;br /&gt;
:The category-class has been in use since Trainz SP3.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;LM&amp;quot; - Monorail Vehicles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====category-region====&lt;br /&gt;
:The region code for this asset. A full list of region codes is provided in the Chapter 11 [[Category_Region|Region Codes]] appendix.&lt;br /&gt;
:This is similar in function to the category-region-XX tags which have been in use since Trainz SP3, however category-region has been reformatted to allow multiple regions on a single line. A semicolon is used to separate individual values. White space is not permitted.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;AD;AE;AU&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====category-era====&lt;br /&gt;
:The era code for this asset. A full list of era codes is provided in the Chapter 11 [[Category_Era|Era Codes]] appendix. This is similar in function to the category-era-XX tags which have been in use since Trainz SP3, however category-era has been reformatted to allow multiple eras on a single line.&lt;br /&gt;
&lt;br /&gt;
:A semicolon is used to separate individual values. White space is not permitted.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;1990s;2000s&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Username cn, cz, de, es,fr, it, pl, ru====&lt;br /&gt;
:The human-readable name of the asset. The username tag is mandatory. To compliment the English username, a variety of additional optional tags allow for equivalent usernames to be supported across other languages. These are as follows:&lt;br /&gt;
:username-cn - Chinese&lt;br /&gt;
:username-cz - Czech&lt;br /&gt;
:username-de - German&lt;br /&gt;
:username-es - Spanish&lt;br /&gt;
:username-fr - French&lt;br /&gt;
:username-it - Italian&lt;br /&gt;
:username-nl - Dutch&lt;br /&gt;
:username-pl - Polish&lt;br /&gt;
:username-ru - Russian&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;testActivity”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====kind====&lt;br /&gt;
:The asset kind, chosen in CCP and must be one of the Auran-supplied asset kinds. i.e. kind industry. Once you have selected a Kind, it cannot be changed from within the CCP editor. For example, you are making a Kind Scenery asset and have entered some data, and then realise you would like to have trains pick up products at the model, and this option is not available for Kind Scenery. You need to scrap the asset and select Kind Buildable and re-enter the data in this Kind.&lt;br /&gt;
:See Chapter 2 for a complete list of kinds.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;MOSignal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====description cn, cz, de, es, fr, it, pl, ru====&lt;br /&gt;
:The human readable description of the asset. This is an optional tag. To compliment the English description, a variety of additional tags allow for equivalent descriptions to be supported across other languages. These are as follows:&lt;br /&gt;
:description-cn - Chinese&lt;br /&gt;
:description-cz - Czech&lt;br /&gt;
:description-de - German&lt;br /&gt;
:description-es - Spanish&lt;br /&gt;
:description-fr - French&lt;br /&gt;
:description-it - Italian&lt;br /&gt;
:description-pl - Polish&lt;br /&gt;
:description-ru - Russian&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;This is a test activity written for the 2006 CCG.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====author====&lt;br /&gt;
:The human-readable author name text. This is an optional tag.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;Scott Cameron&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====organisation====&lt;br /&gt;
:The organisation name as specified by the asset author. This is an optional tag.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;Auran&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====contact-email====&lt;br /&gt;
:Email address specified by the asset author. This is an optional tag.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;helpdesk@auran.com&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====contact-website====&lt;br /&gt;
:Website URL specified by the asset author. This is an optional tag.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;www.auran.com&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====category-keywords====&lt;br /&gt;
:To improve the search-ability of assets, generic search keywords may be included in the config.txt file.&lt;br /&gt;
:Each keyword should be a lowercase word with no punctuation. Keywords should be English and as neutral as possible.&lt;br /&gt;
:Keywords are separated by a semicolon. White space is not permitted within the category-keywords tag.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;scott;auran;example;ccg;test&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====license====&lt;br /&gt;
:The asset&#039;s license agreement as written by the author. This is an optional tag.&lt;br /&gt;
&lt;br /&gt;
:Example Value &amp;quot;This is an example license.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[CCG/Common Containers and Tags|Common Containers and Tags]]&lt;br /&gt;
&lt;br /&gt;
[[CCG/Common Containers|Common Containers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Return to CCG Index==&lt;br /&gt;
[[Content Creator&#039;s Guide]]&lt;/div&gt;</summary>
		<author><name>Stokia01</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=CCG/Common_Tags&amp;diff=31931</id>
		<title>CCG/Common Tags</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=CCG/Common_Tags&amp;diff=31931"/>
		<updated>2022-02-18T10:58:22Z</updated>

		<summary type="html">&lt;p&gt;Stokia01: /* trainz-build */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Common Tags==&lt;br /&gt;
The following tags are present in all kinds.&lt;br /&gt;
&lt;br /&gt;
====kuid====&lt;br /&gt;
:The &amp;quot;unique identifier&amp;quot; number for the asset. When creating new assets with Content Creator Plus, the asset kuid will be automatically generated.&lt;br /&gt;
:See Page 4 for more information on kuids.&lt;br /&gt;
:Example value: &amp;quot;56113:1107:0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====trainz-build====&lt;br /&gt;
:The [[&amp;quot;Trainz-build&amp;quot;_number]] for which the asset was created. TS12 assets will have a trainz-build number of 3.5, automatically generated from CCP.&lt;br /&gt;
     TS12 SP1      3.6&lt;br /&gt;
     TS12          3.5&lt;br /&gt;
     TS2010 SP2    3.4&lt;br /&gt;
     TS2010 SP1    3.3&lt;br /&gt;
     TS2010        3.2&lt;br /&gt;
     TS2009 SP2    3.1&lt;br /&gt;
     TS2009 SP1    3.0&lt;br /&gt;
     TS2009        2.9&lt;br /&gt;
     TC3           2.8&lt;br /&gt;
     TC &amp;amp; TC2      2.7&lt;br /&gt;
     TRS2006 SP1   2.6&lt;br /&gt;
     TRS2006       2.5&lt;br /&gt;
     TRS2004 SP4   2.4&lt;br /&gt;
     TRS2004 SP3   2.3&lt;br /&gt;
     TRS2004 SP2   2.2&lt;br /&gt;
     TRS2004 SP1   2.1&lt;br /&gt;
     TRS2004       2.0&lt;br /&gt;
     UTC           1.5&lt;br /&gt;
     Trainz SP3    1.3&lt;br /&gt;
     Trainz 1.2    1.2&lt;br /&gt;
     Trainz 1.1.1  1.11&lt;br /&gt;
     Trainz 1.1    1.1&lt;br /&gt;
     Trainz CE     1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Note:&#039;&#039;&#039; When editing an asset in Content Creator Plus, the trainz-build will automatically be upgraded to whatver version of Trainz you are running in order to support newly added tags and functions. &lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;2.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====category-class====&lt;br /&gt;
:The class code for this asset. A full list of class codes is provided in the Chapter 11 [[Category Class]] appendix.&lt;br /&gt;
&lt;br /&gt;
:The category-class has been in use since Trainz SP3.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;LM&amp;quot; - Monorail Vehicles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====category-region====&lt;br /&gt;
:The region code for this asset. A full list of region codes is provided in the Chapter 11 [[Category_Region|Region Codes]] appendix.&lt;br /&gt;
:This is similar in function to the category-region-XX tags which have been in use since Trainz SP3, however category-region has been reformatted to allow multiple regions on a single line. A semicolon is used to separate individual values. White space is not permitted.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;AD;AE;AU&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====category-era====&lt;br /&gt;
:The era code for this asset. A full list of era codes is provided in the Chapter 11 [[Category_Era|Era Codes]] appendix. This is similar in function to the category-era-XX tags which have been in use since Trainz SP3, however category-era has been reformatted to allow multiple eras on a single line.&lt;br /&gt;
&lt;br /&gt;
:A semicolon is used to separate individual values. White space is not permitted.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;1990s;2000s&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Username cn, cz, de, es,fr, it, pl, ru====&lt;br /&gt;
:The human-readable name of the asset. The username tag is mandatory. To compliment the English username, a variety of additional optional tags allow for equivalent usernames to be supported across other languages. These are as follows:&lt;br /&gt;
:username-cn - Chinese&lt;br /&gt;
:username-cz - Czech&lt;br /&gt;
:username-de - German&lt;br /&gt;
:username-es - Spanish&lt;br /&gt;
:username-fr - French&lt;br /&gt;
:username-it - Italian&lt;br /&gt;
:username-nl - Dutch&lt;br /&gt;
:username-pl - Polish&lt;br /&gt;
:username-ru - Russian&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;testActivity”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====kind====&lt;br /&gt;
:The asset kind, chosen in CCP and must be one of the Auran-supplied asset kinds. i.e. kind industry. Once you have selected a Kind, it cannot be changed from within the CCP editor. For example, you are making a Kind Scenery asset and have entered some data, and then realise you would like to have trains pick up products at the model, and this option is not available for Kind Scenery. You need to scrap the asset and select Kind Buildable and re-enter the data in this Kind.&lt;br /&gt;
:See Chapter 2 for a complete list of kinds.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;MOSignal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====description cn, cz, de, es, fr, it, pl, ru====&lt;br /&gt;
:The human readable description of the asset. This is an optional tag. To compliment the English description, a variety of additional tags allow for equivalent descriptions to be supported across other languages. These are as follows:&lt;br /&gt;
:description-cn - Chinese&lt;br /&gt;
:description-cz - Czech&lt;br /&gt;
:description-de - German&lt;br /&gt;
:description-es - Spanish&lt;br /&gt;
:description-fr - French&lt;br /&gt;
:description-it - Italian&lt;br /&gt;
:description-pl - Polish&lt;br /&gt;
:description-ru - Russian&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;This is a test activity written for the 2006 CCG.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====author====&lt;br /&gt;
:The human-readable author name text. This is an optional tag.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;Scott Cameron&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====organisation====&lt;br /&gt;
:The organisation name as specified by the asset author. This is an optional tag.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;Auran&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====contact-email====&lt;br /&gt;
:Email address specified by the asset author. This is an optional tag.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;helpdesk@auran.com&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====contact-website====&lt;br /&gt;
:Website URL specified by the asset author. This is an optional tag.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;www.auran.com&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====category-keywords====&lt;br /&gt;
:To improve the search-ability of assets, generic search keywords may be included in the config.txt file.&lt;br /&gt;
:Each keyword should be a lowercase word with no punctuation. Keywords should be English and as neutral as possible.&lt;br /&gt;
:Keywords are separated by a semicolon. White space is not permitted within the category-keywords tag.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;scott;auran;example;ccg;test&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====license====&lt;br /&gt;
:The asset&#039;s license agreement as written by the author. This is an optional tag.&lt;br /&gt;
&lt;br /&gt;
:Example Value &amp;quot;This is an example license.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[CCG/Common Containers and Tags|Common Containers and Tags]]&lt;br /&gt;
&lt;br /&gt;
[[CCG/Common Containers|Common Containers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Return to CCG Index==&lt;br /&gt;
[[Content Creator&#039;s Guide]]&lt;/div&gt;</summary>
		<author><name>Stokia01</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=CCG/Common_Tags&amp;diff=31930</id>
		<title>CCG/Common Tags</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=CCG/Common_Tags&amp;diff=31930"/>
		<updated>2022-02-18T10:57:55Z</updated>

		<summary type="html">&lt;p&gt;Stokia01: /* trainz-build */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Common Tags==&lt;br /&gt;
The following tags are present in all kinds.&lt;br /&gt;
&lt;br /&gt;
====kuid====&lt;br /&gt;
:The &amp;quot;unique identifier&amp;quot; number for the asset. When creating new assets with Content Creator Plus, the asset kuid will be automatically generated.&lt;br /&gt;
:See Page 4 for more information on kuids.&lt;br /&gt;
:Example value: &amp;quot;56113:1107:0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====trainz-build====&lt;br /&gt;
:The [[&amp;quot;Trainz_build&amp;quot;_number]] for which the asset was created. TS12 assets will have a trainz-build number of 3.5, automatically generated from CCP.&lt;br /&gt;
     TS12 SP1      3.6&lt;br /&gt;
     TS12          3.5&lt;br /&gt;
     TS2010 SP2    3.4&lt;br /&gt;
     TS2010 SP1    3.3&lt;br /&gt;
     TS2010        3.2&lt;br /&gt;
     TS2009 SP2    3.1&lt;br /&gt;
     TS2009 SP1    3.0&lt;br /&gt;
     TS2009        2.9&lt;br /&gt;
     TC3           2.8&lt;br /&gt;
     TC &amp;amp; TC2      2.7&lt;br /&gt;
     TRS2006 SP1   2.6&lt;br /&gt;
     TRS2006       2.5&lt;br /&gt;
     TRS2004 SP4   2.4&lt;br /&gt;
     TRS2004 SP3   2.3&lt;br /&gt;
     TRS2004 SP2   2.2&lt;br /&gt;
     TRS2004 SP1   2.1&lt;br /&gt;
     TRS2004       2.0&lt;br /&gt;
     UTC           1.5&lt;br /&gt;
     Trainz SP3    1.3&lt;br /&gt;
     Trainz 1.2    1.2&lt;br /&gt;
     Trainz 1.1.1  1.11&lt;br /&gt;
     Trainz 1.1    1.1&lt;br /&gt;
     Trainz CE     1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Note:&#039;&#039;&#039; When editing an asset in Content Creator Plus, the trainz-build will automatically be upgraded to whatver version of Trainz you are running in order to support newly added tags and functions. &lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;2.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====category-class====&lt;br /&gt;
:The class code for this asset. A full list of class codes is provided in the Chapter 11 [[Category Class]] appendix.&lt;br /&gt;
&lt;br /&gt;
:The category-class has been in use since Trainz SP3.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;LM&amp;quot; - Monorail Vehicles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====category-region====&lt;br /&gt;
:The region code for this asset. A full list of region codes is provided in the Chapter 11 [[Category_Region|Region Codes]] appendix.&lt;br /&gt;
:This is similar in function to the category-region-XX tags which have been in use since Trainz SP3, however category-region has been reformatted to allow multiple regions on a single line. A semicolon is used to separate individual values. White space is not permitted.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;AD;AE;AU&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====category-era====&lt;br /&gt;
:The era code for this asset. A full list of era codes is provided in the Chapter 11 [[Category_Era|Era Codes]] appendix. This is similar in function to the category-era-XX tags which have been in use since Trainz SP3, however category-era has been reformatted to allow multiple eras on a single line.&lt;br /&gt;
&lt;br /&gt;
:A semicolon is used to separate individual values. White space is not permitted.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;1990s;2000s&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Username cn, cz, de, es,fr, it, pl, ru====&lt;br /&gt;
:The human-readable name of the asset. The username tag is mandatory. To compliment the English username, a variety of additional optional tags allow for equivalent usernames to be supported across other languages. These are as follows:&lt;br /&gt;
:username-cn - Chinese&lt;br /&gt;
:username-cz - Czech&lt;br /&gt;
:username-de - German&lt;br /&gt;
:username-es - Spanish&lt;br /&gt;
:username-fr - French&lt;br /&gt;
:username-it - Italian&lt;br /&gt;
:username-nl - Dutch&lt;br /&gt;
:username-pl - Polish&lt;br /&gt;
:username-ru - Russian&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;testActivity”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====kind====&lt;br /&gt;
:The asset kind, chosen in CCP and must be one of the Auran-supplied asset kinds. i.e. kind industry. Once you have selected a Kind, it cannot be changed from within the CCP editor. For example, you are making a Kind Scenery asset and have entered some data, and then realise you would like to have trains pick up products at the model, and this option is not available for Kind Scenery. You need to scrap the asset and select Kind Buildable and re-enter the data in this Kind.&lt;br /&gt;
:See Chapter 2 for a complete list of kinds.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;MOSignal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====description cn, cz, de, es, fr, it, pl, ru====&lt;br /&gt;
:The human readable description of the asset. This is an optional tag. To compliment the English description, a variety of additional tags allow for equivalent descriptions to be supported across other languages. These are as follows:&lt;br /&gt;
:description-cn - Chinese&lt;br /&gt;
:description-cz - Czech&lt;br /&gt;
:description-de - German&lt;br /&gt;
:description-es - Spanish&lt;br /&gt;
:description-fr - French&lt;br /&gt;
:description-it - Italian&lt;br /&gt;
:description-pl - Polish&lt;br /&gt;
:description-ru - Russian&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;This is a test activity written for the 2006 CCG.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====author====&lt;br /&gt;
:The human-readable author name text. This is an optional tag.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;Scott Cameron&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====organisation====&lt;br /&gt;
:The organisation name as specified by the asset author. This is an optional tag.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;Auran&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====contact-email====&lt;br /&gt;
:Email address specified by the asset author. This is an optional tag.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;helpdesk@auran.com&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====contact-website====&lt;br /&gt;
:Website URL specified by the asset author. This is an optional tag.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;www.auran.com&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====category-keywords====&lt;br /&gt;
:To improve the search-ability of assets, generic search keywords may be included in the config.txt file.&lt;br /&gt;
:Each keyword should be a lowercase word with no punctuation. Keywords should be English and as neutral as possible.&lt;br /&gt;
:Keywords are separated by a semicolon. White space is not permitted within the category-keywords tag.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;scott;auran;example;ccg;test&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====license====&lt;br /&gt;
:The asset&#039;s license agreement as written by the author. This is an optional tag.&lt;br /&gt;
&lt;br /&gt;
:Example Value &amp;quot;This is an example license.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[CCG/Common Containers and Tags|Common Containers and Tags]]&lt;br /&gt;
&lt;br /&gt;
[[CCG/Common Containers|Common Containers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Return to CCG Index==&lt;br /&gt;
[[Content Creator&#039;s Guide]]&lt;/div&gt;</summary>
		<author><name>Stokia01</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=CCG/Common_Tags&amp;diff=31929</id>
		<title>CCG/Common Tags</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=CCG/Common_Tags&amp;diff=31929"/>
		<updated>2022-02-18T10:57:20Z</updated>

		<summary type="html">&lt;p&gt;Stokia01: /* trainz-build */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Common Tags==&lt;br /&gt;
The following tags are present in all kinds.&lt;br /&gt;
&lt;br /&gt;
====kuid====&lt;br /&gt;
:The &amp;quot;unique identifier&amp;quot; number for the asset. When creating new assets with Content Creator Plus, the asset kuid will be automatically generated.&lt;br /&gt;
:See Page 4 for more information on kuids.&lt;br /&gt;
:Example value: &amp;quot;56113:1107:0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====trainz-build====&lt;br /&gt;
:The [[&amp;quot;Trainz build&amp;quot; number]] for which the asset was created. TS12 assets will have a trainz-build number of 3.5, automatically generated from CCP.&lt;br /&gt;
     TS12 SP1      3.6&lt;br /&gt;
     TS12          3.5&lt;br /&gt;
     TS2010 SP2    3.4&lt;br /&gt;
     TS2010 SP1    3.3&lt;br /&gt;
     TS2010        3.2&lt;br /&gt;
     TS2009 SP2    3.1&lt;br /&gt;
     TS2009 SP1    3.0&lt;br /&gt;
     TS2009        2.9&lt;br /&gt;
     TC3           2.8&lt;br /&gt;
     TC &amp;amp; TC2      2.7&lt;br /&gt;
     TRS2006 SP1   2.6&lt;br /&gt;
     TRS2006       2.5&lt;br /&gt;
     TRS2004 SP4   2.4&lt;br /&gt;
     TRS2004 SP3   2.3&lt;br /&gt;
     TRS2004 SP2   2.2&lt;br /&gt;
     TRS2004 SP1   2.1&lt;br /&gt;
     TRS2004       2.0&lt;br /&gt;
     UTC           1.5&lt;br /&gt;
     Trainz SP3    1.3&lt;br /&gt;
     Trainz 1.2    1.2&lt;br /&gt;
     Trainz 1.1.1  1.11&lt;br /&gt;
     Trainz 1.1    1.1&lt;br /&gt;
     Trainz CE     1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Note:&#039;&#039;&#039; When editing an asset in Content Creator Plus, the trainz-build will automatically be upgraded to whatver version of Trainz you are running in order to support newly added tags and functions. &lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;2.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====category-class====&lt;br /&gt;
:The class code for this asset. A full list of class codes is provided in the Chapter 11 [[Category Class]] appendix.&lt;br /&gt;
&lt;br /&gt;
:The category-class has been in use since Trainz SP3.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;LM&amp;quot; - Monorail Vehicles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====category-region====&lt;br /&gt;
:The region code for this asset. A full list of region codes is provided in the Chapter 11 [[Category_Region|Region Codes]] appendix.&lt;br /&gt;
:This is similar in function to the category-region-XX tags which have been in use since Trainz SP3, however category-region has been reformatted to allow multiple regions on a single line. A semicolon is used to separate individual values. White space is not permitted.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;AD;AE;AU&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====category-era====&lt;br /&gt;
:The era code for this asset. A full list of era codes is provided in the Chapter 11 [[Category_Era|Era Codes]] appendix. This is similar in function to the category-era-XX tags which have been in use since Trainz SP3, however category-era has been reformatted to allow multiple eras on a single line.&lt;br /&gt;
&lt;br /&gt;
:A semicolon is used to separate individual values. White space is not permitted.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;1990s;2000s&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Username cn, cz, de, es,fr, it, pl, ru====&lt;br /&gt;
:The human-readable name of the asset. The username tag is mandatory. To compliment the English username, a variety of additional optional tags allow for equivalent usernames to be supported across other languages. These are as follows:&lt;br /&gt;
:username-cn - Chinese&lt;br /&gt;
:username-cz - Czech&lt;br /&gt;
:username-de - German&lt;br /&gt;
:username-es - Spanish&lt;br /&gt;
:username-fr - French&lt;br /&gt;
:username-it - Italian&lt;br /&gt;
:username-nl - Dutch&lt;br /&gt;
:username-pl - Polish&lt;br /&gt;
:username-ru - Russian&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;testActivity”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====kind====&lt;br /&gt;
:The asset kind, chosen in CCP and must be one of the Auran-supplied asset kinds. i.e. kind industry. Once you have selected a Kind, it cannot be changed from within the CCP editor. For example, you are making a Kind Scenery asset and have entered some data, and then realise you would like to have trains pick up products at the model, and this option is not available for Kind Scenery. You need to scrap the asset and select Kind Buildable and re-enter the data in this Kind.&lt;br /&gt;
:See Chapter 2 for a complete list of kinds.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;MOSignal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====description cn, cz, de, es, fr, it, pl, ru====&lt;br /&gt;
:The human readable description of the asset. This is an optional tag. To compliment the English description, a variety of additional tags allow for equivalent descriptions to be supported across other languages. These are as follows:&lt;br /&gt;
:description-cn - Chinese&lt;br /&gt;
:description-cz - Czech&lt;br /&gt;
:description-de - German&lt;br /&gt;
:description-es - Spanish&lt;br /&gt;
:description-fr - French&lt;br /&gt;
:description-it - Italian&lt;br /&gt;
:description-pl - Polish&lt;br /&gt;
:description-ru - Russian&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;This is a test activity written for the 2006 CCG.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====author====&lt;br /&gt;
:The human-readable author name text. This is an optional tag.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;Scott Cameron&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====organisation====&lt;br /&gt;
:The organisation name as specified by the asset author. This is an optional tag.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;Auran&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====contact-email====&lt;br /&gt;
:Email address specified by the asset author. This is an optional tag.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;helpdesk@auran.com&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====contact-website====&lt;br /&gt;
:Website URL specified by the asset author. This is an optional tag.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;www.auran.com&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====category-keywords====&lt;br /&gt;
:To improve the search-ability of assets, generic search keywords may be included in the config.txt file.&lt;br /&gt;
:Each keyword should be a lowercase word with no punctuation. Keywords should be English and as neutral as possible.&lt;br /&gt;
:Keywords are separated by a semicolon. White space is not permitted within the category-keywords tag.&lt;br /&gt;
&lt;br /&gt;
:Example Value: &amp;quot;scott;auran;example;ccg;test&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====license====&lt;br /&gt;
:The asset&#039;s license agreement as written by the author. This is an optional tag.&lt;br /&gt;
&lt;br /&gt;
:Example Value &amp;quot;This is an example license.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[CCG/Common Containers and Tags|Common Containers and Tags]]&lt;br /&gt;
&lt;br /&gt;
[[CCG/Common Containers|Common Containers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Return to CCG Index==&lt;br /&gt;
[[Content Creator&#039;s Guide]]&lt;/div&gt;</summary>
		<author><name>Stokia01</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=KIND_TrainzBaseSpec&amp;diff=31928</id>
		<title>KIND TrainzBaseSpec</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=KIND_TrainzBaseSpec&amp;diff=31928"/>
		<updated>2022-02-18T10:38:15Z</updated>

		<summary type="html">&lt;p&gt;Stokia01: /* kind */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FUN-beg}}&lt;br /&gt;
{{ORP-top}}&lt;br /&gt;
==KIND Hierarchy==&lt;br /&gt;
[[KIND TrainzBaseSpec]] provides the basis for all Trainz asset types. It provides for a number of &amp;quot;Standard Tags&amp;quot; which are common to (or at least, can legally be defined) for any and all Trainz assets. Some of these are mandatory, most are optional and a defining line using the tag may be omitted in most sub-assets.&lt;br /&gt;
&lt;br /&gt;
===Parent Classes===&lt;br /&gt;
* None. TrainzBaseSpec is a root class from which other Trainz Asset classes are derived.&lt;br /&gt;
&lt;br /&gt;
===Child Classes===&lt;br /&gt;
{|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Achievement-category]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Achievement-group]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Activity]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Asset-group]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Behavior]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Bogey]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Buildable]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Controlset]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Consist]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Drivercharacter]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Drivercommand]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Engine]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Enginesound]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Environment]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Fixedtrack]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Gameplaymenu]]&lt;br /&gt;
|&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Groundbrush]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Groundtexture]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Hornsound]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND HTML-asset]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Industry]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Interior]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Library]]&lt;br /&gt;
* &amp;amp;nbsp;[[Class Library]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Map]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Mesh]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Module]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND MOCrossing]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND MOJunction]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND MOSignal]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND MOSpeedboard]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Pantograph]]&lt;br /&gt;
|&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Product]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Product-category]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Profile]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Region]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Scenariobehavior]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Scenery]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Scenery-trackside]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND SceneryWithTrack]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Servlet]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Steam-engine]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Texture]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Texture-group]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Track]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Tracksound]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Traincar]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Turntable]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Water2]]&lt;br /&gt;
|}&amp;lt;!-- Careful, wikitable ends ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Supported Tags==&lt;br /&gt;
The [[KIND TrainzBaseSpec]] [[config.txt file]] supports the following tags. Each tag is show here with its &#039;&#039;default value&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
 kind &amp;quot;&amp;quot;&lt;br /&gt;
 kuid &amp;lt;NULL&amp;gt;&lt;br /&gt;
 trainz-build ?&lt;br /&gt;
 script &amp;quot;&amp;quot;&lt;br /&gt;
 class &amp;quot;&amp;quot;&lt;br /&gt;
 script-include-table&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
 username &amp;quot;&amp;quot;&lt;br /&gt;
 username-XX &amp;quot;&amp;quot;&lt;br /&gt;
 description &amp;quot;&amp;quot;&lt;br /&gt;
 description-XX &amp;quot;&amp;quot;&lt;br /&gt;
 kuid-table&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
 obsolete-table&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
 string-table&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
 string-table-XX&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
 category-region &amp;quot;&amp;quot;&lt;br /&gt;
 category-class &amp;quot;&amp;quot;&lt;br /&gt;
 category-era &amp;quot;&amp;quot;&lt;br /&gt;
 category-keyword &amp;quot;&amp;quot;&lt;br /&gt;
 custom-category-list &amp;quot;&amp;quot;&lt;br /&gt;
 must-have-product-rights &amp;quot;&amp;quot;&lt;br /&gt;
 must-not-have-product-rights &amp;quot;&amp;quot;&lt;br /&gt;
 privileges&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
 thumbnails&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
 extensions&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
 license &amp;quot;&amp;quot;&lt;br /&gt;
 author &amp;quot;&amp;quot;&lt;br /&gt;
 organisation &amp;quot;&amp;quot;&lt;br /&gt;
 contact-email &amp;quot;&amp;quot;&lt;br /&gt;
 contact-website &amp;quot;&amp;quot;&lt;br /&gt;
 member-of-groups&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
===kind===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; The asset type which this [[config.txt file]] represents. See the list: [[KIND_TrainzBaseSpec#Child_Classes|here (above)]]&lt;br /&gt;
&lt;br /&gt;
===kuid===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; [[KUID]]&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; The unique asset ID referencing this asset.&lt;br /&gt;
&lt;br /&gt;
===[[trainz-build]]===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; floating point number (must exactly match a released Trainz version number.)&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; The file format version to which this asset is built. This number should generally be set to the trainz version number of the Trainz installation on which the asset is being created and tested. Some asset kinds are parsed significantly differently depending on their &#039;&#039;trainz-build&#039;&#039; version tag. NOTE: The &#039;&#039;trainz-build&#039;&#039; tag is compulsory. If not specified or if left blank, Trainz will make a primitive attempt to guess at a legacy Trainz version based on the contents of the [[config.txt file]].&lt;br /&gt;
&lt;br /&gt;
===script===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; Indicates the filepath of the primary script file for this asset, if any. This filepath should always end in a &amp;quot;.gs&amp;quot; extension - the runtime will attempt to add or substitute a &amp;quot;.gs&amp;quot; extension if the filepath has an alternative extension.&lt;br /&gt;
&lt;br /&gt;
===class===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; Indicates the script class name to load as the primary class for this asset, if any. This class is loaded from the primary script file for this asset.&lt;br /&gt;
&lt;br /&gt;
===script-include-table===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; The [[&amp;quot;script-include-table&amp;quot; container]].&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A key-value table of scripted assets which are searched for script includes when compiling this asset&#039;s script file(s). The key is currently unused but must be unique; the value indicates the KUID of the asset to include.&lt;br /&gt;
&lt;br /&gt;
===username===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; UTF-8 string, [[&amp;quot;Username&amp;quot; tag]].&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; The &#039;&#039;&#039;English&#039;&#039;&#039; human-visible name for this asset. This field should never contain non-English text, except where the asset name is a Proper Noun (eg. a place name) with no English localized variant.&lt;br /&gt;
&lt;br /&gt;
===username-XX===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; UTF-8 string, [[&amp;quot;Username&amp;quot; tag]].&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; (Where &#039;&#039;XX&#039;&#039; is replaced with the appropriate [[localization code]] for the language being represented.) The localized human-visible name for this asset. This field is similar to the &#039;&#039;username&#039;&#039; field except representing a non-English locale. Multiple &#039;&#039;username-XX&#039;&#039; tags may be present in an asset, once for each supported locale. If the appropriate &#039;username-XX&#039; tag is not present to represent this asset on a given end-user system, the English &#039;&#039;username&#039;&#039; tag is used instead.&lt;br /&gt;
&lt;br /&gt;
===description===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; UTF-8 multi-line string, [[&amp;quot;Description&amp;quot; tag]].&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; The &#039;&#039;&#039;English&#039;&#039;&#039; human-visible descriptive summary for this asset. This field should be kept to a short (1-2 paragraph) blurb describing the asset. Extended details should be provided via an &#039;&#039;info-url&#039;&#039; page. This field must be comprised of English descriptive text, although the text may reference non-English Proper Nouns as explained above.&lt;br /&gt;
&lt;br /&gt;
===description-XX===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; UTF-8 multi-line string, [[&amp;quot;Description&amp;quot; tag]].&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; (Where &#039;&#039;XX&#039;&#039; is replaced with the appropriate [[localization code]] for the language being represented.) The localized human-visible descriptive summary for this asset. This field is similar to the &#039;&#039;description&#039;&#039; field except representing a non-English locale. Multiple &#039;&#039;description-XX&#039;&#039; tags may be present in an asset, once for each supported locale. If the appropriate &#039;description-XX&#039; tag is not present to represent this asset on a given end-user system, the English &#039;&#039;description&#039;&#039; tag is used instead.&lt;br /&gt;
&lt;br /&gt;
===string-table===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; UTF-8 string list container, the [[&amp;quot;String-table&amp;quot; container]].&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A key-value list of &#039;&#039;&#039;English&#039;&#039;&#039; strings. Each key is a meaningful script identifier. Each value is an &#039;&#039;&#039;English&#039;&#039;&#039; string. As described above, an English string may comprise of or reference a non-English Proper Noun.&lt;br /&gt;
&lt;br /&gt;
===string-table-XX===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; UTF-8 string list container, the [[&amp;quot;String-table&amp;quot; container]]. &lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; (Where &#039;&#039;XX&#039;&#039; is replaced with the appropriate [[localization code]] for the language being represented.) This field is similar to the &#039;&#039;string-table&#039;&#039; field except representing a non-English locale. Multiple &#039;&#039;string-table-XX&#039;&#039; tags may be present in an asset, once for each supported locale. Each should contain a list of strings with the same Keys as in the &#039;&#039;string-table&#039;&#039; list, but with different Values. If the appropriate &#039;string-table-XX&#039; tag is not present to represent this asset on a given end-user system, or the appropriate string is missing from the that list, the English &#039;&#039;string-table&#039;&#039; container is referenced instead.&lt;br /&gt;
&lt;br /&gt;
===kuid-table===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; KUID list container, the [[&amp;quot;Kuid-table&amp;quot; container]].&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A key-value list of assets upon which this asset is dependent. The keys may be any unique value (typically, sequential integers if the keys are meaningless, or script identifiers if the asset is to be referenced from script.)   Entries in this table serve two purposes - firstly, to ensure that the game systems are aware of the dependency such that installing and loading this asset will successfully install and load any dependencies, and secondly to allow scripts to locate relevant child assets. Only first-level dependencies are included.  Circular dependencies are legal.  An asset cannot be listed as a dependency if it is also marked as an obsolete version of this asset.  An asset cannot be listed as its own dependency.&lt;br /&gt;
&lt;br /&gt;
===obsolete-table===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; KUID list container, the [[&amp;quot;Kuid-table&amp;quot; container]].&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A key-value list of assets which are made obsolete by this asset. Any attempt to load an asset referenced in this list will result in this asset being loaded instead. The assets referenced in this list must have the same creator as this asset. It is illegal for two assets to both mark a third asset obsolete, unless one of the two also marks the other as obsolete. Circular obsolete references are illegal. All lower-numbered KUID2 versions of this asset are implied as obsolete and need not be included in this list.  It is illegal to mark a higher-numbered KUID2 version of this asset as obsolete as that creates an implicit circular reference.&lt;br /&gt;
&lt;br /&gt;
===category-region===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A list of two-character [[Category Region]] codes, separated by semi-colons (&#039;;&#039;). No other characters (including whitespace, etc.) should be present in the string. This asset is considered relevant to each of the specified regions - this is most relevant for [[KIND Traincar]] and [[KIND MOSignal]] assets, but may be supplied for any asset.&lt;br /&gt;
&lt;br /&gt;
===category-class===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A single 2-3 character [[Category Class]] code which describes this content item. The &#039;&#039;category-class&#039;&#039; tag is used to provide additional human sub-categorization beyond what is implicit from the Asset Kind. Note that many category-class codes are only relevant to specific Asset Kinds - category-class codes must not be applied to assets of an inappropriate Kind.&lt;br /&gt;
&lt;br /&gt;
===category-era===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A list of five-character [[era code]]s, separated by semi-colons (&#039;;&#039;). Each era code token must be an exact match for one of the specified legal [[era code]]s. No other characters (including whitespace, etc.) should be present in the string. This asset is considered relevant to the specified era range.&lt;br /&gt;
&lt;br /&gt;
===category-keyword===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; UTF-8 string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A list of natural-language keywords, separated by semi-colons (&#039;;&#039;). No other characters (including whitespace or irrelevant punctuation) should be present in the string. These keywords form the basis for asset keyword searching. The asset&#039;s name need not be repeated in the &#039;&#039;category-keyword&#039;&#039; list. Various [[default search keywords]] are supplied automatically based on the asset type.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;comments:&#039;&#039; The asset creator should consider how a Trainz user might search for an assets.  For example, a user looking for a narrow gauge steam locomotive used on a South African railway.   This is an example from one of EDH6&#039;s locos:&lt;br /&gt;
&lt;br /&gt;
:category-keywords &amp;quot;steam;SAS;2ft;NG24;24in;Narrow;Gauge;Beira;Railways;South;African;suid;afrikaanse;spoorwee&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Alternatively a Viennese tram:&lt;br /&gt;
&lt;br /&gt;
:category-keywords: &amp;quot;electric;tram;tramcar;trolley;trolleycar;streetcar;vienna;viennese&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Adding non-english equivalents can be useful.&lt;br /&gt;
&lt;br /&gt;
===custom-category-list===&lt;br /&gt;
:&#039;&#039;see also related details in: [[Category List]], and [[custom category identifier]]&#039;&#039;&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; ascii string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A list of custom category identifiers, separated by semi-colons (&#039;;&#039;). Each [[custom category identifier]] should be a short (eg. 3-6 character) alphanumeric token. No other characters (including whitespace) should be present in the string. These custom categories are used to enable scripts to rapidly locate certain classes of asset. It is strongly recommended that new custom category identifiers are introduced sparingly. The &#039;&#039;custom-category-list&#039;&#039; tag value may have no more than 64 characters total. This tag should be left blank unless there is an existing specific script requirement that can only be fulfilled via the custom-category-list approach.&lt;br /&gt;
&lt;br /&gt;
===must-have-product-rights===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; ascii string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A list of required product rights, separated by semi-colons (&#039;;&#039;). If the local installation does not have the required product rights then the asset may not be loaded by certain game systems.&lt;br /&gt;
&lt;br /&gt;
===must-not-have-product-rights===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; ascii string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A list of conflicting product rights, separated by semi-colons (&#039;;&#039;). If the local installation has one of the listed product rights then the asset may not be loaded by certain game systems.&lt;br /&gt;
&lt;br /&gt;
===privileges===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; The [[&amp;quot;privileges&amp;quot; container]].&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A set of privileges set by the asset creator to control how this asset can be used.&lt;br /&gt;
&lt;br /&gt;
===thumbnails===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; The [[&amp;quot;Thumbnails&amp;quot; container]].&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; The thumbnail(s) which are used to represent this asset in 2D preview boxes, lists, and icon form throughout the game environment (including in-game, in [[Content Manager]], and on the [[Download Station]].)&lt;br /&gt;
&lt;br /&gt;
===extensions===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; The [[&amp;quot;Extensions&amp;quot; container]].&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A set of extended attributes which provide additional information to scripts beyond the [[Config.txt file]] specifications defined for this asset type. Care should be taken to abide by the extensions naming guidelines when creating a new extension, and to abide by the extension-creator&#039;s guidelines when providing data for an existing extension. Auran reserves the right to add validation for specific entries in the [[&amp;quot;Extensions&amp;quot; container]] at a later date, based on the extension-creator&#039;s guidelines.&lt;br /&gt;
&lt;br /&gt;
===license===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; UTF-8 multi-line string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A license describing how the asset creator would like this asset to be used. The meaning of the &#039;&#039;license&#039;&#039; tag is ambiguous and its usage is not recommended. Content uploaded to the [[Download Station]] or provided for inclusion into the game may be under a specific redistribution contract or license agreement which supersedes any text in this field. The license field does not provide for localization support. The text of the license field is not validated or enforced by Auran and may or may not be legally binding to end users.&lt;br /&gt;
&lt;br /&gt;
===author===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; UTF-8 string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; The author&#039;s name or mark. The use of this field is not recommended as attribution can be determined programmatically. &lt;br /&gt;
&lt;br /&gt;
===organisation===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; UTF-8 string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; The name or mark of the organization responsible for the creation of this asset. The use of this field is not recommended as attribution can be determined programmatically. &lt;br /&gt;
&lt;br /&gt;
===contact-email===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; email address string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; The contact email address for the creator of this asset. The use of this field is not recommended as attribution can be determined programmatically and contact details can be registered against the creator&#039;s [[Planet Auran account]] where they can be limited or updated as necessary. &lt;br /&gt;
&lt;br /&gt;
===contact-website===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; URL string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; The contact website for the creator of this asset. The use of this field is not recommended as attribution can be determined programmatically and contact details can be registered against the creator&#039;s [[Planet Auran account]] where they can be limited or updated as necessary. &lt;br /&gt;
&lt;br /&gt;
===info-url===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; URL string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A link to an online description of this asset. The URL must resolve to a site within the [[Trainz Online Security Zone]]. The use of custom [[Trainz Short URL]] formats is recommended to future-proof the URL against possible future site layout changes. Where this tag is present, in-game buttons are provided to allow the user to view the asset description without leaving the game environment. It is recommended that generic group pages are used for entire classes of asset in any case where the assets provide similar functionality but minor differences in appearance. This reduces the time-expense of creating, maintaining and localizing such documentation.&lt;br /&gt;
&lt;br /&gt;
===member-of-groups===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; [[&amp;quot;Member-of-groups&amp;quot; container]].&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A list of [[KIND Asset-group]] assets to which this asset belongs. See the [[KIND Asset-group]] documentation for details on how and when this is used.&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|$BaseSpec]]&lt;br /&gt;
{{ORP-bot|$BaseSpec}}&lt;br /&gt;
&amp;lt;div&amp;gt;{{FUN-bot|$BaseSpec}}&lt;/div&gt;</summary>
		<author><name>Stokia01</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=KIND_TrainzBaseSpec&amp;diff=31927</id>
		<title>KIND TrainzBaseSpec</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=KIND_TrainzBaseSpec&amp;diff=31927"/>
		<updated>2022-02-18T10:33:26Z</updated>

		<summary type="html">&lt;p&gt;Stokia01: /* kind */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FUN-beg}}&lt;br /&gt;
{{ORP-top}}&lt;br /&gt;
==KIND Hierarchy==&lt;br /&gt;
[[KIND TrainzBaseSpec]] provides the basis for all Trainz asset types. It provides for a number of &amp;quot;Standard Tags&amp;quot; which are common to (or at least, can legally be defined) for any and all Trainz assets. Some of these are mandatory, most are optional and a defining line using the tag may be omitted in most sub-assets.&lt;br /&gt;
&lt;br /&gt;
===Parent Classes===&lt;br /&gt;
* None. TrainzBaseSpec is a root class from which other Trainz Asset classes are derived.&lt;br /&gt;
&lt;br /&gt;
===Child Classes===&lt;br /&gt;
{|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Achievement-category]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Achievement-group]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Activity]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Asset-group]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Behavior]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Bogey]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Buildable]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Controlset]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Consist]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Drivercharacter]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Drivercommand]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Engine]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Enginesound]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Environment]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Fixedtrack]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Gameplaymenu]]&lt;br /&gt;
|&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Groundbrush]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Groundtexture]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Hornsound]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND HTML-asset]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Industry]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Interior]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Library]]&lt;br /&gt;
* &amp;amp;nbsp;[[Class Library]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Map]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Mesh]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Module]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND MOCrossing]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND MOJunction]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND MOSignal]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND MOSpeedboard]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Pantograph]]&lt;br /&gt;
|&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Product]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Product-category]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Profile]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Region]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Scenariobehavior]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Scenery]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Scenery-trackside]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND SceneryWithTrack]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Servlet]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Steam-engine]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Texture]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Texture-group]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Track]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Tracksound]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Traincar]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Turntable]]&lt;br /&gt;
* &amp;amp;nbsp;[[KIND Water2]]&lt;br /&gt;
|}&amp;lt;!-- Careful, wikitable ends ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Supported Tags==&lt;br /&gt;
The [[KIND TrainzBaseSpec]] [[config.txt file]] supports the following tags. Each tag is show here with its &#039;&#039;default value&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
 kind &amp;quot;&amp;quot;&lt;br /&gt;
 kuid &amp;lt;NULL&amp;gt;&lt;br /&gt;
 trainz-build ?&lt;br /&gt;
 script &amp;quot;&amp;quot;&lt;br /&gt;
 class &amp;quot;&amp;quot;&lt;br /&gt;
 script-include-table&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
 username &amp;quot;&amp;quot;&lt;br /&gt;
 username-XX &amp;quot;&amp;quot;&lt;br /&gt;
 description &amp;quot;&amp;quot;&lt;br /&gt;
 description-XX &amp;quot;&amp;quot;&lt;br /&gt;
 kuid-table&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
 obsolete-table&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
 string-table&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
 string-table-XX&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
 category-region &amp;quot;&amp;quot;&lt;br /&gt;
 category-class &amp;quot;&amp;quot;&lt;br /&gt;
 category-era &amp;quot;&amp;quot;&lt;br /&gt;
 category-keyword &amp;quot;&amp;quot;&lt;br /&gt;
 custom-category-list &amp;quot;&amp;quot;&lt;br /&gt;
 must-have-product-rights &amp;quot;&amp;quot;&lt;br /&gt;
 must-not-have-product-rights &amp;quot;&amp;quot;&lt;br /&gt;
 privileges&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
 thumbnails&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
 extensions&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
 license &amp;quot;&amp;quot;&lt;br /&gt;
 author &amp;quot;&amp;quot;&lt;br /&gt;
 organisation &amp;quot;&amp;quot;&lt;br /&gt;
 contact-email &amp;quot;&amp;quot;&lt;br /&gt;
 contact-website &amp;quot;&amp;quot;&lt;br /&gt;
 member-of-groups&lt;br /&gt;
 {&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
===kind===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; The asset type which this [[config.txt file]] represents. See the list: [[KIND_TrainzBaseSpec#KIND_TrainzBaseSpec#Child_Classes|here (above)]]&lt;br /&gt;
&lt;br /&gt;
===kuid===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; [[KUID]]&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; The unique asset ID referencing this asset.&lt;br /&gt;
&lt;br /&gt;
===[[trainz-build]]===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; floating point number (must exactly match a released Trainz version number.)&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; The file format version to which this asset is built. This number should generally be set to the trainz version number of the Trainz installation on which the asset is being created and tested. Some asset kinds are parsed significantly differently depending on their &#039;&#039;trainz-build&#039;&#039; version tag. NOTE: The &#039;&#039;trainz-build&#039;&#039; tag is compulsory. If not specified or if left blank, Trainz will make a primitive attempt to guess at a legacy Trainz version based on the contents of the [[config.txt file]].&lt;br /&gt;
&lt;br /&gt;
===script===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; Indicates the filepath of the primary script file for this asset, if any. This filepath should always end in a &amp;quot;.gs&amp;quot; extension - the runtime will attempt to add or substitute a &amp;quot;.gs&amp;quot; extension if the filepath has an alternative extension.&lt;br /&gt;
&lt;br /&gt;
===class===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; Indicates the script class name to load as the primary class for this asset, if any. This class is loaded from the primary script file for this asset.&lt;br /&gt;
&lt;br /&gt;
===script-include-table===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; The [[&amp;quot;script-include-table&amp;quot; container]].&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A key-value table of scripted assets which are searched for script includes when compiling this asset&#039;s script file(s). The key is currently unused but must be unique; the value indicates the KUID of the asset to include.&lt;br /&gt;
&lt;br /&gt;
===username===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; UTF-8 string, [[&amp;quot;Username&amp;quot; tag]].&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; The &#039;&#039;&#039;English&#039;&#039;&#039; human-visible name for this asset. This field should never contain non-English text, except where the asset name is a Proper Noun (eg. a place name) with no English localized variant.&lt;br /&gt;
&lt;br /&gt;
===username-XX===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; UTF-8 string, [[&amp;quot;Username&amp;quot; tag]].&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; (Where &#039;&#039;XX&#039;&#039; is replaced with the appropriate [[localization code]] for the language being represented.) The localized human-visible name for this asset. This field is similar to the &#039;&#039;username&#039;&#039; field except representing a non-English locale. Multiple &#039;&#039;username-XX&#039;&#039; tags may be present in an asset, once for each supported locale. If the appropriate &#039;username-XX&#039; tag is not present to represent this asset on a given end-user system, the English &#039;&#039;username&#039;&#039; tag is used instead.&lt;br /&gt;
&lt;br /&gt;
===description===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; UTF-8 multi-line string, [[&amp;quot;Description&amp;quot; tag]].&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; The &#039;&#039;&#039;English&#039;&#039;&#039; human-visible descriptive summary for this asset. This field should be kept to a short (1-2 paragraph) blurb describing the asset. Extended details should be provided via an &#039;&#039;info-url&#039;&#039; page. This field must be comprised of English descriptive text, although the text may reference non-English Proper Nouns as explained above.&lt;br /&gt;
&lt;br /&gt;
===description-XX===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; UTF-8 multi-line string, [[&amp;quot;Description&amp;quot; tag]].&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; (Where &#039;&#039;XX&#039;&#039; is replaced with the appropriate [[localization code]] for the language being represented.) The localized human-visible descriptive summary for this asset. This field is similar to the &#039;&#039;description&#039;&#039; field except representing a non-English locale. Multiple &#039;&#039;description-XX&#039;&#039; tags may be present in an asset, once for each supported locale. If the appropriate &#039;description-XX&#039; tag is not present to represent this asset on a given end-user system, the English &#039;&#039;description&#039;&#039; tag is used instead.&lt;br /&gt;
&lt;br /&gt;
===string-table===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; UTF-8 string list container, the [[&amp;quot;String-table&amp;quot; container]].&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A key-value list of &#039;&#039;&#039;English&#039;&#039;&#039; strings. Each key is a meaningful script identifier. Each value is an &#039;&#039;&#039;English&#039;&#039;&#039; string. As described above, an English string may comprise of or reference a non-English Proper Noun.&lt;br /&gt;
&lt;br /&gt;
===string-table-XX===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; UTF-8 string list container, the [[&amp;quot;String-table&amp;quot; container]]. &lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; (Where &#039;&#039;XX&#039;&#039; is replaced with the appropriate [[localization code]] for the language being represented.) This field is similar to the &#039;&#039;string-table&#039;&#039; field except representing a non-English locale. Multiple &#039;&#039;string-table-XX&#039;&#039; tags may be present in an asset, once for each supported locale. Each should contain a list of strings with the same Keys as in the &#039;&#039;string-table&#039;&#039; list, but with different Values. If the appropriate &#039;string-table-XX&#039; tag is not present to represent this asset on a given end-user system, or the appropriate string is missing from the that list, the English &#039;&#039;string-table&#039;&#039; container is referenced instead.&lt;br /&gt;
&lt;br /&gt;
===kuid-table===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; KUID list container, the [[&amp;quot;Kuid-table&amp;quot; container]].&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A key-value list of assets upon which this asset is dependent. The keys may be any unique value (typically, sequential integers if the keys are meaningless, or script identifiers if the asset is to be referenced from script.)   Entries in this table serve two purposes - firstly, to ensure that the game systems are aware of the dependency such that installing and loading this asset will successfully install and load any dependencies, and secondly to allow scripts to locate relevant child assets. Only first-level dependencies are included.  Circular dependencies are legal.  An asset cannot be listed as a dependency if it is also marked as an obsolete version of this asset.  An asset cannot be listed as its own dependency.&lt;br /&gt;
&lt;br /&gt;
===obsolete-table===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; KUID list container, the [[&amp;quot;Kuid-table&amp;quot; container]].&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A key-value list of assets which are made obsolete by this asset. Any attempt to load an asset referenced in this list will result in this asset being loaded instead. The assets referenced in this list must have the same creator as this asset. It is illegal for two assets to both mark a third asset obsolete, unless one of the two also marks the other as obsolete. Circular obsolete references are illegal. All lower-numbered KUID2 versions of this asset are implied as obsolete and need not be included in this list.  It is illegal to mark a higher-numbered KUID2 version of this asset as obsolete as that creates an implicit circular reference.&lt;br /&gt;
&lt;br /&gt;
===category-region===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A list of two-character [[Category Region]] codes, separated by semi-colons (&#039;;&#039;). No other characters (including whitespace, etc.) should be present in the string. This asset is considered relevant to each of the specified regions - this is most relevant for [[KIND Traincar]] and [[KIND MOSignal]] assets, but may be supplied for any asset.&lt;br /&gt;
&lt;br /&gt;
===category-class===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A single 2-3 character [[Category Class]] code which describes this content item. The &#039;&#039;category-class&#039;&#039; tag is used to provide additional human sub-categorization beyond what is implicit from the Asset Kind. Note that many category-class codes are only relevant to specific Asset Kinds - category-class codes must not be applied to assets of an inappropriate Kind.&lt;br /&gt;
&lt;br /&gt;
===category-era===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A list of five-character [[era code]]s, separated by semi-colons (&#039;;&#039;). Each era code token must be an exact match for one of the specified legal [[era code]]s. No other characters (including whitespace, etc.) should be present in the string. This asset is considered relevant to the specified era range.&lt;br /&gt;
&lt;br /&gt;
===category-keyword===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; UTF-8 string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A list of natural-language keywords, separated by semi-colons (&#039;;&#039;). No other characters (including whitespace or irrelevant punctuation) should be present in the string. These keywords form the basis for asset keyword searching. The asset&#039;s name need not be repeated in the &#039;&#039;category-keyword&#039;&#039; list. Various [[default search keywords]] are supplied automatically based on the asset type.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;comments:&#039;&#039; The asset creator should consider how a Trainz user might search for an assets.  For example, a user looking for a narrow gauge steam locomotive used on a South African railway.   This is an example from one of EDH6&#039;s locos:&lt;br /&gt;
&lt;br /&gt;
:category-keywords &amp;quot;steam;SAS;2ft;NG24;24in;Narrow;Gauge;Beira;Railways;South;African;suid;afrikaanse;spoorwee&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Alternatively a Viennese tram:&lt;br /&gt;
&lt;br /&gt;
:category-keywords: &amp;quot;electric;tram;tramcar;trolley;trolleycar;streetcar;vienna;viennese&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Adding non-english equivalents can be useful.&lt;br /&gt;
&lt;br /&gt;
===custom-category-list===&lt;br /&gt;
:&#039;&#039;see also related details in: [[Category List]], and [[custom category identifier]]&#039;&#039;&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; ascii string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A list of custom category identifiers, separated by semi-colons (&#039;;&#039;). Each [[custom category identifier]] should be a short (eg. 3-6 character) alphanumeric token. No other characters (including whitespace) should be present in the string. These custom categories are used to enable scripts to rapidly locate certain classes of asset. It is strongly recommended that new custom category identifiers are introduced sparingly. The &#039;&#039;custom-category-list&#039;&#039; tag value may have no more than 64 characters total. This tag should be left blank unless there is an existing specific script requirement that can only be fulfilled via the custom-category-list approach.&lt;br /&gt;
&lt;br /&gt;
===must-have-product-rights===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; ascii string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A list of required product rights, separated by semi-colons (&#039;;&#039;). If the local installation does not have the required product rights then the asset may not be loaded by certain game systems.&lt;br /&gt;
&lt;br /&gt;
===must-not-have-product-rights===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; ascii string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A list of conflicting product rights, separated by semi-colons (&#039;;&#039;). If the local installation has one of the listed product rights then the asset may not be loaded by certain game systems.&lt;br /&gt;
&lt;br /&gt;
===privileges===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; The [[&amp;quot;privileges&amp;quot; container]].&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A set of privileges set by the asset creator to control how this asset can be used.&lt;br /&gt;
&lt;br /&gt;
===thumbnails===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; The [[&amp;quot;Thumbnails&amp;quot; container]].&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; The thumbnail(s) which are used to represent this asset in 2D preview boxes, lists, and icon form throughout the game environment (including in-game, in [[Content Manager]], and on the [[Download Station]].)&lt;br /&gt;
&lt;br /&gt;
===extensions===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; The [[&amp;quot;Extensions&amp;quot; container]].&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A set of extended attributes which provide additional information to scripts beyond the [[Config.txt file]] specifications defined for this asset type. Care should be taken to abide by the extensions naming guidelines when creating a new extension, and to abide by the extension-creator&#039;s guidelines when providing data for an existing extension. Auran reserves the right to add validation for specific entries in the [[&amp;quot;Extensions&amp;quot; container]] at a later date, based on the extension-creator&#039;s guidelines.&lt;br /&gt;
&lt;br /&gt;
===license===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; UTF-8 multi-line string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A license describing how the asset creator would like this asset to be used. The meaning of the &#039;&#039;license&#039;&#039; tag is ambiguous and its usage is not recommended. Content uploaded to the [[Download Station]] or provided for inclusion into the game may be under a specific redistribution contract or license agreement which supersedes any text in this field. The license field does not provide for localization support. The text of the license field is not validated or enforced by Auran and may or may not be legally binding to end users.&lt;br /&gt;
&lt;br /&gt;
===author===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; UTF-8 string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; The author&#039;s name or mark. The use of this field is not recommended as attribution can be determined programmatically. &lt;br /&gt;
&lt;br /&gt;
===organisation===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; UTF-8 string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; The name or mark of the organization responsible for the creation of this asset. The use of this field is not recommended as attribution can be determined programmatically. &lt;br /&gt;
&lt;br /&gt;
===contact-email===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; email address string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; The contact email address for the creator of this asset. The use of this field is not recommended as attribution can be determined programmatically and contact details can be registered against the creator&#039;s [[Planet Auran account]] where they can be limited or updated as necessary. &lt;br /&gt;
&lt;br /&gt;
===contact-website===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; URL string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; The contact website for the creator of this asset. The use of this field is not recommended as attribution can be determined programmatically and contact details can be registered against the creator&#039;s [[Planet Auran account]] where they can be limited or updated as necessary. &lt;br /&gt;
&lt;br /&gt;
===info-url===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; URL string.&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A link to an online description of this asset. The URL must resolve to a site within the [[Trainz Online Security Zone]]. The use of custom [[Trainz Short URL]] formats is recommended to future-proof the URL against possible future site layout changes. Where this tag is present, in-game buttons are provided to allow the user to view the asset description without leaving the game environment. It is recommended that generic group pages are used for entire classes of asset in any case where the assets provide similar functionality but minor differences in appearance. This reduces the time-expense of creating, maintaining and localizing such documentation.&lt;br /&gt;
&lt;br /&gt;
===member-of-groups===&lt;br /&gt;
:&#039;&#039;type:&#039;&#039; [[&amp;quot;Member-of-groups&amp;quot; container]].&lt;br /&gt;
:&#039;&#039;desc:&#039;&#039; A list of [[KIND Asset-group]] assets to which this asset belongs. See the [[KIND Asset-group]] documentation for details on how and when this is used.&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|$BaseSpec]]&lt;br /&gt;
{{ORP-bot|$BaseSpec}}&lt;br /&gt;
&amp;lt;div&amp;gt;{{FUN-bot|$BaseSpec}}&lt;/div&gt;</summary>
		<author><name>Stokia01</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Talk:KIND_Track&amp;diff=23712</id>
		<title>Talk:KIND Track</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Talk:KIND_Track&amp;diff=23712"/>
		<updated>2020-06-14T01:30:26Z</updated>

		<summary type="html">&lt;p&gt;Stokia01: /* Lane Widths */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The tag numlanes is defined as:&lt;br /&gt;
&lt;br /&gt;
... Each lane is considered to be 1.7 meters wide. ...&lt;br /&gt;
&lt;br /&gt;
I placed a few sample cars on a road with those lane widths and they just barely fit when parked, just don&#039;t try to open the door. Driving would be next to impossible, no margin for error.&lt;br /&gt;
&lt;br /&gt;
In the US, standard highway lanes are 3.7m (12ft). Some roads go down to 2.7m (9ft). In the UK they vary between 2.5 to 3.35 (8.2 to 19.7ft)&lt;br /&gt;
&lt;br /&gt;
Is 1.7m a typo or are roads in Oz really that narrow?&lt;br /&gt;
&lt;br /&gt;
== Lane Widths ==&lt;br /&gt;
&lt;br /&gt;
I think this section should read...&lt;br /&gt;
&lt;br /&gt;
The centre of Carz traffic travels at 1.7m from the centre of the road (i.e. a road lane should be 3.4m wide to have Carz travel in the centre of a lane)&lt;/div&gt;</summary>
		<author><name>Stokia01</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Tutorials&amp;diff=22862</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Tutorials&amp;diff=22862"/>
		<updated>2020-02-23T05:18:28Z</updated>

		<summary type="html">&lt;p&gt;Stokia01: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists a number of Trainz related Tutorials gathered from various links. While some may be referring to older version of Trainz, many of the concepts are the same. Just be careful when looking at a tutorial to remember some things may have changed.&lt;br /&gt;
&lt;br /&gt;
If you know of additional sites or tutorials, then please add to the appropriate category here in the wiki, or if unsure how to, ask for help in the Trainz Forums.&lt;br /&gt;
&lt;br /&gt;
Also, if any of the links are out of date, please update the links or remove the entries.&lt;br /&gt;
&lt;br /&gt;
==General ==&lt;br /&gt;
*[[https://forums.auran.com/trainz/showthread.php?87067-Full-Listing-of-my-tutorials-as-of-20-03-2012/: Shane&#039;s Tutorial forum thread]] (with links)&lt;br /&gt;
*[[http://www.worldoftrainz.com/Pages/Tutorials.htm: WorldofTrainz (2006 but some good introductory stuff)]]&lt;br /&gt;
&lt;br /&gt;
==Modelling /  ==&lt;br /&gt;
&lt;br /&gt;
*Blender [[https://forums.auran.com/trainz/showthread.php?115013-Blender-Tutorials-to-Model-Mechanical-Objects&amp;amp;highlight=tutorials: Forum post with links]]&lt;br /&gt;
*Blender [[https://en.wikibooks.org/wiki/Trainz/Tutorial_for_Blender#Newcomers_start_here: For newcomers]]&lt;br /&gt;
*Blender [[https://drive.google.com/file/d/0B1a-SR7l2w7iZ29oMjRqODNXRUE/view Building a loco (67 page .pdf)]]&lt;br /&gt;
*Blender [[http://www.44090digitalmodels.co.uk/tutorials/blender1.html 44090 Digital Models webpage]]&lt;br /&gt;
*Blender [[http://doug56.net/02BlenderForTrainz/page107.html Caydens webpage]]&lt;br /&gt;
&lt;br /&gt;
*3DSMax [[http://www.zecrail.com/tutorials.html S301 Website]]&lt;br /&gt;
&lt;br /&gt;
==Reskinning==&lt;br /&gt;
&lt;br /&gt;
*[[https://en.wikibooks.org/wiki/Trainz/Tutorial_for_Reskinnng_a_Locomotive_using_Paint.Net: Wikibooks Tutorial]]&lt;br /&gt;
&lt;br /&gt;
==Animation==&lt;br /&gt;
*[[HowTo/Export_Blender_FBX_Animation]]&lt;br /&gt;
&lt;br /&gt;
==Scripting==&lt;br /&gt;
*Trainz wiki - [[Getting_Started_in_TrainzScript]]&lt;br /&gt;
&lt;br /&gt;
==Trainz Wiki==&lt;br /&gt;
*Use the search function, check the How To Guides, or click on the Category link below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TIP: Google is really good at finding stuff (no really!). Try typing in stuff like &amp;quot;Trainz route building tutorials&amp;quot; and you never know what you might find.&lt;br /&gt;
&lt;br /&gt;
Go Back:&lt;br /&gt;
[[Content_Creation]]&lt;br /&gt;
&lt;br /&gt;
SEE ALSO:&lt;br /&gt;
[[Category:Content_creation]]&lt;/div&gt;</summary>
		<author><name>Stokia01</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Tutorials&amp;diff=22861</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Tutorials&amp;diff=22861"/>
		<updated>2020-02-23T05:14:53Z</updated>

		<summary type="html">&lt;p&gt;Stokia01: updated link to Caydens website&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists a number of Trainz related Tutorials gathered from various links. While some may be referring to older version of Trainz, many of the concepts are the same. Just be careful when looking at a tutorial to remember some things may have changed.&lt;br /&gt;
&lt;br /&gt;
If you know of additional sites or tutorials, then please add to the appropriate category here in the wiki, or if unsure how to, ask for help in the Trainz Forums.&lt;br /&gt;
&lt;br /&gt;
Also, if any of the links are out of date, please update the links or remove the entries.&lt;br /&gt;
&lt;br /&gt;
==General ==&lt;br /&gt;
*[[https://forums.auran.com/trainz/showthread.php?87067-Full-Listing-of-my-tutorials-as-of-20-03-2012/: Shane&#039;s Tutorial forum thread]] (with links)&lt;br /&gt;
*[[http://www.worldoftrainz.com/Pages/Tutorials.htm: WorldofTrainz (2006 but some good introductory stuff)]]&lt;br /&gt;
&lt;br /&gt;
==Modelling /  ==&lt;br /&gt;
&lt;br /&gt;
*Blender [[https://forums.auran.com/trainz/showthread.php?115013-Blender-Tutorials-to-Model-Mechanical-Objects&amp;amp;highlight=tutorials: Forum post with links]]&lt;br /&gt;
*Blender [[https://en.wikibooks.org/wiki/Trainz/Tutorial_for_Blender#Newcomers_start_here: For newcomers]]&lt;br /&gt;
*Blender [[https://drive.google.com/file/d/0B1a-SR7l2w7iZ29oMjRqODNXRUE/view: Building a loco (67 page .pdf)]]&lt;br /&gt;
*Blender [[http://www.44090digitalmodels.co.uk/tutorials/blender1.html: 44090 Digital Models webpage]]&lt;br /&gt;
*Blender [[http://doug56.net/02BlenderForTrainz/page107.html: Caydens webpage]]&lt;br /&gt;
&lt;br /&gt;
*3DSMax [[http://www.zecrail.com/tutorials.html: S301 Website]]&lt;br /&gt;
&lt;br /&gt;
==Reskinning==&lt;br /&gt;
&lt;br /&gt;
*[[https://en.wikibooks.org/wiki/Trainz/Tutorial_for_Reskinnng_a_Locomotive_using_Paint.Net: Wikibooks Tutorial]]&lt;br /&gt;
&lt;br /&gt;
==Animation==&lt;br /&gt;
*[[HowTo/Export_Blender_FBX_Animation]]&lt;br /&gt;
&lt;br /&gt;
==Scripting==&lt;br /&gt;
*Trainz wiki - [[Getting_Started_in_TrainzScript]]&lt;br /&gt;
&lt;br /&gt;
==Trainz Wiki==&lt;br /&gt;
*Use the search function, check the How To Guides, or click on the Category link below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TIP: Google is really good at finding stuff (no really!). Try typing in stuff like &amp;quot;Trainz route building tutorials&amp;quot; and you never know what you might find.&lt;br /&gt;
&lt;br /&gt;
Go Back:&lt;br /&gt;
[[Content_Creation]]&lt;br /&gt;
&lt;br /&gt;
SEE ALSO:&lt;br /&gt;
[[Category:Content_creation]]&lt;/div&gt;</summary>
		<author><name>Stokia01</name></author>
	</entry>
</feed>