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	<id>https://wiki.trainzsimulator.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zikchil</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=Zikchil"/>
	<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/wiki/Special:Contributions/Zikchil"/>
	<updated>2026-11-05T08:13:57Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Index_of_Tags_%26_Containers&amp;diff=29471</id>
		<title>Index of Tags &amp; Containers</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Index_of_Tags_%26_Containers&amp;diff=29471"/>
		<updated>2021-04-19T15:19:51Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* br-cg */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FUN-beg}}&lt;br /&gt;
===About this page===&lt;br /&gt;
This is a comprehensive list of tags and containers, where possible linked to the TrainzOnline detail page which covers the data element.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{| style=&amp;quot;verticle-align:top; border: 2px solid grey; float:center;padding:1ex; align:center; margin-left:2.5%;margin-right:2.5%;&amp;quot;&lt;br /&gt;
! Navigable Click-table as Table of Contents&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;hr/&amp;gt;Words beginning with strings between...&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;p&amp;gt;&amp;lt;big&amp;gt;&lt;br /&gt;
;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#aa-ar|aa-ar]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#as-at|as-at]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#au-az|au-az]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#ba-bo|ba-bo]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#br-cg|br-cg]]&amp;amp;nbsp;{{void&lt;br /&gt;
&lt;br /&gt;
}}[[{{PAGENAME}}#ch-cz|ch-cz]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#da-dz|da-dz]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#ea-ez|ea-ez]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#fa-gz|fa-gz]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#ha-hz|ha-hz]]&amp;amp;nbsp;{{void&lt;br /&gt;
&lt;br /&gt;
}}[[{{PAGENAME}}#ia-iz|ia-iz]]&lt;br /&gt;
;{{void&lt;br /&gt;
&lt;br /&gt;
}}[[{{PAGENAME}}#ka-kz|ka-kz]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#la-lz|la-lz]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#ma-mz|ma-mz]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#na-nz|na-nz]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#oa-oz|oa-oz]]&amp;amp;nbsp;{{void&lt;br /&gt;
&lt;br /&gt;
}}[[{{PAGENAME}}#pa-pz|pa-pz]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#qu-rz|qu-rz]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#sa-sz|sa-sz]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#ta-tz|ta-tz]]&amp;amp;nbsp;{{void&lt;br /&gt;
}}[[{{PAGENAME}}#ua-vz|ua-vz]]&amp;amp;nbsp;{{void&lt;br /&gt;
&lt;br /&gt;
}}[[{{PAGENAME}}#wa-zz|wa-zz]]&amp;amp;nbsp;&lt;br /&gt;
&amp;lt;/big&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==aa-ar==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|accel&lt;br /&gt;
|float,float&lt;br /&gt;
|smoke {&lt;br /&gt;
|smoke block&lt;br /&gt;
|Acceleration. First number is Gravity effect, second is wind effect. Default is 0,0.&lt;br /&gt;
|-&lt;br /&gt;
|adhesion&lt;br /&gt;
|?&lt;br /&gt;
|motor {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|air-drag-coefficient &lt;br /&gt;
|?&lt;br /&gt;
|motor {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|alias&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Kuid of the asset to be referenced as a basis for the new asset. For example TRS Traincars can reference archived locomotive mesh assets for use with custom textures. This process is done by aliasing the KUID of the archived traincars.&lt;br /&gt;
|-&lt;br /&gt;
|alias&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|paintshed-skin&lt;br /&gt;
|the kuid of the paintshed template the paintshed reskin is based on&lt;br /&gt;
|-&lt;br /&gt;
|allowed-categories {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|queues-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|The allowed product categories in this queue.&lt;br /&gt;
|-&lt;br /&gt;
|allowed-products {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|queues-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|The allowed products in this queue.&lt;br /&gt;
|-&lt;br /&gt;
|allows-mixing&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|product&lt;br /&gt;
|Products with this tag may be combined in a single queue along with other products of the same category. Eg. Lumber and 20ft Container on a flatcar. By default, allows-mixing is set to 0. Therefore by default, a queue will only allow one product-category at a time. To look at allows-mixing from another angle, liquid products should never have allows-mixing enabled. Otherwise you have the potential to mix petrol with oil within the same tanker.&lt;br /&gt;
|-&lt;br /&gt;
|altitude&lt;br /&gt;
|?&lt;br /&gt;
|config.txt&lt;br /&gt;
|region&lt;br /&gt;
|altitude of this region&lt;br /&gt;
|-&lt;br /&gt;
|ambient&lt;br /&gt;
|boolean&lt;br /&gt;
|soundscript-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|0 or 1, default 0 is off. Ambient sounds have no 3D “position” and may be stereo. Non-ambient (positional) sounds are positioned on the object and must be mono - see attachment above&lt;br /&gt;
|-&lt;br /&gt;
|amount&lt;br /&gt;
|float&lt;br /&gt;
|inputs-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Amount required as input.&lt;br /&gt;
|-&lt;br /&gt;
|amount&lt;br /&gt;
|float&lt;br /&gt;
|outputs-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Amount to output.&lt;br /&gt;
|-&lt;br /&gt;
|angle&lt;br /&gt;
|float list degrees&lt;br /&gt;
|config.txt&lt;br /&gt;
|turntable&lt;br /&gt;
|Specifies the angles at which the turntable stops. Not used if the turntable is set up as animation.&lt;br /&gt;
|-&lt;br /&gt;
|angles&lt;br /&gt;
|float list&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|interior&lt;br /&gt;
|Rotational boundaries in radians relative to its attachment point.&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|[path/]filename.kin&lt;br /&gt;
|config.txt&lt;br /&gt;
|pantograph&lt;br /&gt;
|The “anim.kin” animation file for the pantograph&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|[path/]filename.kin&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|animation effect&lt;br /&gt;
|Reference to the animation file (.kin)&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|[path/]filename.kin&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|The animation file (.kin) exported from 3dsmax.&lt;br /&gt;
|-&lt;br /&gt;
|animated-mesh&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|queues-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Animated mesh which changes as the queue becomes full.&lt;br /&gt;
|-&lt;br /&gt;
|animation-loop-speed&lt;br /&gt;
|float&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|This tag must be here if the asset is to animate when placed. If this tag is not here when placed the animation will not play by default, but may play if controlled by script. A different value (e.g. 0.5, 2.0) may be used in the tag to play the animation at a different speed from that created in 3dsmax.&lt;br /&gt;
|-&lt;br /&gt;
|animdist&lt;br /&gt;
|float&lt;br /&gt;
|config.txt&lt;br /&gt;
|bogey&lt;br /&gt;
|Leave this tag out if the bogey is not animated. The distance traveled in meters by the bogeys in 1 second (30 frames) of animation. Bogey animations (exported from 3ds Max) are called “anim.kin”.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==as-at==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|asset-filename&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Obsolete&lt;br /&gt;
|-&lt;br /&gt;
|att&lt;br /&gt;
|helper&lt;br /&gt;
|attached-trigger-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Attachment point (stored in the mesh file)&lt;br /&gt;
|-&lt;br /&gt;
|att&lt;br /&gt;
|helper&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|The effect insertion point. The attachment point must be orientated correctly in 3dsmax.&lt;br /&gt;
|-&lt;br /&gt;
|att&lt;br /&gt;
|helper&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|The mesh (and animation if present) is inserted at a mesh attachment point rather than the origin (without this line the mesh is placed relative to the origin of the parent model).&lt;br /&gt;
|-&lt;br /&gt;
|attached-track {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery with track&lt;br /&gt;
|Auto-generated spline track. Generated through attachment points located within the default mesh. Attached-tracks update automatically to the spline track connected to it. You may over-ride this auto-update feature by adding useadjoiningtracktype 0 Note. Correct track end attachment orientation is essential. The Y axis must point ‘out’ at the correct angle. The Z axis must point ‘up’.&lt;br /&gt;
|-&lt;br /&gt;
|attached-track-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|attached-track {&lt;br /&gt;
|scenery with track&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|-&lt;br /&gt;
|attached-trigger {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|industry&lt;br /&gt;
|A Trigger is a point along an attached track with a specified radius. When a compatible rollingstock item enters this radius it triggers a set of commands,controlled through its script.&lt;br /&gt;
|-&lt;br /&gt;
|attached-trigger-ID {&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|attached-trigger {&lt;br /&gt;
|industry&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|-&lt;br /&gt;
|attachment&lt;br /&gt;
|helper&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|The attachment point (stored in the mesh file) to place the smoke effect.&lt;br /&gt;
|-&lt;br /&gt;
|attachment&lt;br /&gt;
|helper&lt;br /&gt;
|soundscript-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Attachment point on the object to which the sound is attached. Default: The sound will attach to the origin of parent object (not used for ambient sound)&lt;br /&gt;
|-&lt;br /&gt;
|attachment-points {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|queues-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|List of attachment points for this queue on which products are visualised. (Use this, OR animated-mesh)&lt;br /&gt;
|-&lt;br /&gt;
|att-parent&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|The tag tells Trainz in which mesh the attachment point is located. The insertion attachment point is located within the mesh ‘name’ , as listed in the config.txt.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==au-az==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|author&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Author, contact-email and contact-website are useful information, particularly if a user has a question on your models or would like to offer help or suggestions.&lt;br /&gt;
|-&lt;br /&gt;
|autobrakecylinder &lt;br /&gt;
|?&lt;br /&gt;
|volume {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|autobrakecylinder_start &lt;br /&gt;
|?&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|autobrakecylindervent &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|auto-create&lt;br /&gt;
|boolean&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|The model is generated automatically when placed, or when you load a map which includes the model. In some instances you don’t want the mesh visible (as this may be controlled through script). If auto-create is 0 the mesh will not be visible when placed.&lt;br /&gt;
|-&lt;br /&gt;
|autoname&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|When enabled, automatically assigns a unique name to this object as it is placed.&lt;br /&gt;
|-&lt;br /&gt;
|autopilotmode&lt;br /&gt;
|boolean&lt;br /&gt;
|driver-settings {&lt;br /&gt;
|activity&lt;br /&gt;
|AI driver setting. (off, on)&lt;br /&gt;
|-&lt;br /&gt;
|auxreservoir &lt;br /&gt;
|?&lt;br /&gt;
|volume {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|auxreservoir_autobrakecylinder &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|auxreservoir_no3&lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|auxreservoir_start &lt;br /&gt;
|decimal&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|Auxiliary reservoir pressure on loading the game. &lt;br /&gt;
|-&lt;br /&gt;
|auxreservoir_trainbrakepipe &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|auxreservoirvent&lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|axle-count &lt;br /&gt;
|?&lt;br /&gt;
|motor {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==ba-bo==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|backdrop&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|Specifies whether the object is treated as a backdrop or not. (stays visible even when far from the camera)&lt;br /&gt;
|-&lt;br /&gt;
|bendy&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Switches how track is bent on corners, set as 1 allows the mesh to be deformed as the spline is bend around corners.&lt;br /&gt;
|-&lt;br /&gt;
|bogey&lt;br /&gt;
|kuid&lt;br /&gt;
|bogeys-ID {&lt;br /&gt;
|traincar&lt;br /&gt;
|Kuid of bogey asset.&lt;br /&gt;
|-&lt;br /&gt;
|bogey&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|The bogey KUID number (default for a.bog0 and a.bog1)&lt;br /&gt;
|-&lt;br /&gt;
|bogey&lt;br /&gt;
|kuid&lt;br /&gt;
|tracksound {&lt;br /&gt;
|Tracksound&lt;br /&gt;
|The bogey to which this sound will apply.&lt;br /&gt;
|-&lt;br /&gt;
|bogey-#&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|The bogey KUID number for a.bog# (Used only if different to a.bog0)&lt;br /&gt;
|-&lt;br /&gt;
|bogey-#-r&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|Used instead of ‘bogey’ and bogey-1. The bogey will have reversed orientation. Note: This will cause bogey animation to play in reverse unless the attachment point for the bogey is also rotated 180 degrees in 3dmax.&lt;br /&gt;
|-&lt;br /&gt;
|bogey-r&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|Used instead of ‘bogey’ and bogey-1. The bogey will have reversed orientation. Note: This will cause bogey animation to play in reverse unless the attachment point for the bogey is also rotated 180 degrees in 3dmax.&lt;br /&gt;
|-&lt;br /&gt;
|bogeys {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|The bogey container stores the bogeys used for the loco\rollingstock item.&lt;br /&gt;
|-&lt;br /&gt;
|bogeys-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|bogeys {&lt;br /&gt;
|traincar&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|-&lt;br /&gt;
|boiler-to-piston-flow&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|boiler-volume&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|}&lt;br /&gt;
==br-cg==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|brakefull &lt;br /&gt;
|decimal&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|Brake pipe pressure in grams/m³ after full service reduction (for self lapping brakes).&lt;br /&gt;
|-&lt;br /&gt;
|brakeinitial &lt;br /&gt;
|decimal&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|Brake pipe pressure in grams/m³ after initial service reduction (for self lapping brakes).&lt;br /&gt;
|-&lt;br /&gt;
|brakepipe &lt;br /&gt;
|decimal&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|Brake pipe pressure in grams/m³ when fully charged. &lt;br /&gt;
|-&lt;br /&gt;
|brakeratio &lt;br /&gt;
|?&lt;br /&gt;
|motor {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|bridgetrack&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Kuid of the track type to be used.&lt;br /&gt;
|-&lt;br /&gt;
|buffer-speed&lt;br /&gt;
|float metres/second&lt;br /&gt;
|config.txt&lt;br /&gt;
|trackside&lt;br /&gt;
|Used for buffers; specifies the maximum speed up to which the buffer will stop a train.&lt;br /&gt;
|-&lt;br /&gt;
|burn-rate&lt;br /&gt;
|decimal&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|How much coal in kg/s is consumed when the loco is operating at the test parameters&lt;br /&gt;
|-&lt;br /&gt;
|burn-rate-idle&lt;br /&gt;
|decimal&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|How much coal in kg/s is consumed when the loco is idle, purely to keep the fire burning&lt;br /&gt;
|-&lt;br /&gt;
|cabinsway&lt;br /&gt;
|float&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|Cabin sway multiplier. Eg -2.&lt;br /&gt;
|-&lt;br /&gt;
|camera#&lt;br /&gt;
|float list&lt;br /&gt;
|cameralist {&lt;br /&gt;
|interior&lt;br /&gt;
|A camera contains 5 numeric coordinates that determine the placement and orientation of the camera. These are: 0,0,0,0,0 =left/right, front/back, up/down, yaw, pitch To determine these variables add -freeintcam to the trainzoptions.txt. Pan around the interior using arrow keys and mouse. Co-ordinates are displayed at bottom-left of screen. industry asset’s script file.&lt;br /&gt;
|-&lt;br /&gt;
|cameradefault&lt;br /&gt;
|integer&lt;br /&gt;
|config.txt&lt;br /&gt;
|interior&lt;br /&gt;
|The in-cab camera view Trainz defaults to when entering the cab.&lt;br /&gt;
|-&lt;br /&gt;
|cameralist {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|interior&lt;br /&gt;
|List of camera viewpoints&lt;br /&gt;
|-&lt;br /&gt;
|car#&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|map&lt;br /&gt;
|Each of these tags stores the kuid of a car to be used on the roads.&lt;br /&gt;
|-&lt;br /&gt;
|car#&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|region&lt;br /&gt;
|Each of these tags stores the kuid of a car to be used on the roads.&lt;br /&gt;
|-&lt;br /&gt;
|carrate&lt;br /&gt;
|float seconds&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|&amp;lt;i&amp;gt;No longer Valid.&amp;lt;/i&amp;gt; Defined traffic density on road (minimum seconds between each car generated). 0 = No traffic. Number must be greater than 3. &lt;br /&gt;
|-&lt;br /&gt;
|casts_shadows&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Toggles whether the shadow model is displayed.&lt;br /&gt;
|-&lt;br /&gt;
|category-class&lt;br /&gt;
|class code&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|The class code for this asset.&lt;br /&gt;
|-&lt;br /&gt;
|category-era&lt;br /&gt;
|era code&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Era code list.&lt;br /&gt;
|-&lt;br /&gt;
|category-era-#&lt;br /&gt;
|era list&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Era code.&lt;br /&gt;
|-&lt;br /&gt;
|category-keywords&lt;br /&gt;
|keyword list&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Keyword list&lt;br /&gt;
|-&lt;br /&gt;
|category-region&lt;br /&gt;
|region list&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|A list of REGION codes or REGION GROUP codes,&lt;br /&gt;
|-&lt;br /&gt;
|category-region-#&lt;br /&gt;
|region code&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|A REGION code or REGION GROUP code.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ch-cz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|changeability&lt;br /&gt;
|0/1/2&lt;br /&gt;
|driver-settings {&lt;br /&gt;
|activity&lt;br /&gt;
|Propensity for weather to change. (none, periodic, extreme)&lt;br /&gt;
|-&lt;br /&gt;
|chunky_info&lt;br /&gt;
|float list&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|These values (in metres) define the shape of the mesh created for the track.&lt;br /&gt;
|-&lt;br /&gt;
|chunky_mesh&lt;br /&gt;
|folder&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Name of texture to apply to rail. The texture must be within a directory of the same name (ie. “textureName\textureName.texture.txt”). The chunky_mesh value will simply be the name of this directory (ie. “textureName”).&lt;br /&gt;
|-&lt;br /&gt;
|class&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|This refers to the class of asset within the script file (the class must match that stated in the script).&lt;br /&gt;
|-&lt;br /&gt;
|clutter-mesh&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|groundtexture&lt;br /&gt;
|Ground textures can now reference a mesh and insert the mesh automatically as the ground is painted. Painting over a clutter-mesh ground texture effectively deletes clutter meshes and texture. The mesh it refers to is can be standard scenery object kind mesh. Clutter-meshes must have only one Max material assigned to it only. Polycounts must be very low.&lt;br /&gt;
|-&lt;br /&gt;
|collate-meshes&lt;br /&gt;
|?&lt;br /&gt;
|config.txt&lt;br /&gt;
|trackside&lt;br /&gt;
|Enables clutter-mesh support (eg. fast trees)&lt;br /&gt;
|-&lt;br /&gt;
|collision-parent&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|interior&lt;br /&gt;
|For collision-proxy meshes in an interior mesh-table, this specifies the parent object to be proxied. is 3.&lt;br /&gt;
|-&lt;br /&gt;
|color&lt;br /&gt;
|rgb value&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|The R,G,B color value of the effect.&lt;br /&gt;
|-&lt;br /&gt;
|company&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|The Locomotive or car owner&lt;br /&gt;
|-&lt;br /&gt;
|compressor &lt;br /&gt;
|integer&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|Flowsize of the compressor&lt;br /&gt;
|-&lt;br /&gt;
|compressor &lt;br /&gt;
|decimal&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|Compressor maximum pressure in grams/m³&lt;br /&gt;
|-&lt;br /&gt;
|conesize&lt;br /&gt;
|?&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|conflicts-with queues {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|queues-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|This queue and the conflicting queue(s) cannot be used simultaneously.&lt;br /&gt;
|-&lt;br /&gt;
|consists {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|industry&lt;br /&gt;
|The consists tag stores information on consists that can be generated by the industry.&lt;br /&gt;
|-&lt;br /&gt;
|consists-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|consists {&lt;br /&gt;
|industry&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|-&lt;br /&gt;
|consists-vehicle-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|consists-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|-&lt;br /&gt;
|contact-email&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Author, contact-email and contact-website are useful information, particularly if a user has a question on your models or would like to offer help or suggestions.&lt;br /&gt;
|-&lt;br /&gt;
|contact-website&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Author, contact-email and contact-website are useful information, particularly if a user has a question on your models or would like to offer help or suggestions.&lt;br /&gt;
|-&lt;br /&gt;
|controlmethod&lt;br /&gt;
|0/1&lt;br /&gt;
|driver-settings {&lt;br /&gt;
|activity&lt;br /&gt;
|Driver control setting. (dcc, cabin)&lt;br /&gt;
|-&lt;br /&gt;
|coupling-mask&lt;br /&gt;
|boolean&lt;br /&gt;
|consists-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Coupling mask that applies to the consist. 0 will block off all coupling activity while “1” will mean you can couple with a vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|critical-animation&lt;br /&gt;
|boolean&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|When enabled, this forces the animation to continue playing when off screen. Impacts performance when enabled.&lt;br /&gt;
|-&lt;br /&gt;
|custom-attachments&lt;br /&gt;
|?&lt;br /&gt;
|queues-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Not used.&lt;br /&gt;
|}&lt;br /&gt;
==da-dz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|decoupling-mask&lt;br /&gt;
|boolean&lt;br /&gt;
|consists-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Coupling mask that applies to the consist. 0 will mean you can’t decouple vehicles in the train while 1 means you can decouple vehicles.&lt;br /&gt;
|-&lt;br /&gt;
|default {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Main mesh of the asset&lt;br /&gt;
|-&lt;br /&gt;
|defaultjunction&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|region&lt;br /&gt;
|Default type of junction in this region.&lt;br /&gt;
|-&lt;br /&gt;
|default-mesh&lt;br /&gt;
|kuid&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|attachment effect&lt;br /&gt;
|The KUID of the attached mesh.&lt;br /&gt;
|-&lt;br /&gt;
|default-night {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|mesh object&lt;br /&gt;
|‘Main’ night window mesh on scenery and industry and traincar assets. Modeled to the same 3d space as the default mesh and is inserted at the default mesh origin. &lt;br /&gt;
|-&lt;br /&gt;
|default-night-forward {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|mesh object&lt;br /&gt;
|The name for a submesh attached to a locomotive, to show a beam of light for example, in the direction of movement of the locomotive. Trainz recognises the name and turns on the correct mesh depending on the running direction.&lt;br /&gt;
|-&lt;br /&gt;
|default-night-reverse {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|mesh object&lt;br /&gt;
|The name for a submesh attached to a locomotive, to show a beam of light for example, in the direction of movement of the locomotive. Trainz recognises the name and turns on the correct mesh depending on the running direction.&lt;br /&gt;
|-&lt;br /&gt;
|deraillevel&lt;br /&gt;
|0/1/2&lt;br /&gt;
|driver-settings {&lt;br /&gt;
|activity&lt;br /&gt;
|Derail setting. (none, arcade, realistic)&lt;br /&gt;
|-&lt;br /&gt;
|description&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Description of the asset.&lt;br /&gt;
|-&lt;br /&gt;
|description-##&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Translated description of the asset.&lt;br /&gt;
|-&lt;br /&gt;
|dighole&lt;br /&gt;
|float length, width&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|Specifies the number of grid segments (length, width) to be removed from the surveyor grid to accommodate the turntable pit.&lt;br /&gt;
|-&lt;br /&gt;
|direct-drive&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|bogey&lt;br /&gt;
|When direct-drive is present, the bogey animation is linked to the steam piston and physics system. If this tag is not included the piston and steam sounds will not work!&lt;br /&gt;
|-&lt;br /&gt;
|direction&lt;br /&gt;
|vector&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|The vector at which the smoke travels.&lt;br /&gt;
|-&lt;br /&gt;
|directional&lt;br /&gt;
|boolean&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|corona effect&lt;br /&gt;
|The default for coronas is to be aligned to the attachment point to face the NEGATIVE Z direction. This is especially useful for Traincars.&lt;br /&gt;
|-&lt;br /&gt;
|disable-extra-track-sounds&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|Disables the “click-clack” tracksounds. (0, 1)&lt;br /&gt;
|-&lt;br /&gt;
|distance&lt;br /&gt;
|min, max metres&lt;br /&gt;
|soundscript-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|2 numbers (meters) 1st number is the distance at which the sound is played 100% 2nd number is the cut-off distance. Doesn’t affect the volume of the sound (Default: 50m, 150m)&lt;br /&gt;
|-&lt;br /&gt;
|ditch_color&lt;br /&gt;
|rgb value&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|RGB ditch light color. Eg. 255,255,255.&lt;br /&gt;
|-&lt;br /&gt;
|divider&lt;br /&gt;
|folder&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Name of the model to use as the middle bridge section. Placed in subfolder with same name.&lt;br /&gt;
|-&lt;br /&gt;
|don’t-flip-terminator&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Terminator model isn’t mirrored on one side.&lt;br /&gt;
|-&lt;br /&gt;
|driver-settings {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|activity&lt;br /&gt;
|Specify the settings of this scenario, similar to Driver’s settings screen&lt;br /&gt;
|-&lt;br /&gt;
|duration&lt;br /&gt;
|float&lt;br /&gt;
|process-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Length of time (in seconds) that the process runs for.&lt;br /&gt;
|-&lt;br /&gt;
|dynamic-brake {&lt;br /&gt;
|container&lt;br /&gt;
|dynamic-brake container&lt;br /&gt;
|engine&lt;br /&gt;
|A sequence of numeric subcontainer data structures referring to a specific throttle notch and specifying the speed (m/s) and a braking force (kN) value which together define a braking force graph for that throttle notch&lt;br /&gt;
|}&lt;br /&gt;
==ea-ez==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|effects {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|Optional mesh-table variations&lt;br /&gt;
|-&lt;br /&gt;
|effects {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Optional mesh-table variations&lt;br /&gt;
|-&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|effects {&lt;br /&gt;
|effects {&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|-&lt;br /&gt;
|enabled&lt;br /&gt;
|boolean&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|Specifies whether the effect is enabled.&lt;br /&gt;
|-&lt;br /&gt;
|endcolor&lt;br /&gt;
|rgb value&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|The final color the smoke effect shifts to.&lt;br /&gt;
|-&lt;br /&gt;
|endlength&lt;br /&gt;
|float metres&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Length in meters of the initiator and terminator models.&lt;br /&gt;
|-&lt;br /&gt;
|engine&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|States type of traincar. 0 for Rolling stock, 1 for Locomotive.&lt;br /&gt;
|-&lt;br /&gt;
|enginesound&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|References the KUID number for the traincar’s sound.&lt;br /&gt;
|-&lt;br /&gt;
|enginespec&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|References the engine KUID number. This specifies the driver physics boundaries for the traincar.&lt;br /&gt;
|-&lt;br /&gt;
|epreservoirpipe &lt;br /&gt;
|decimal&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|Flowsize of the electric pneumatic braking &lt;br /&gt;
|-&lt;br /&gt;
|epreservoirpipe &lt;br /&gt;
|decimal&lt;br /&gt;
|volume {&lt;br /&gt;
|engine&lt;br /&gt;
|For electro pneumatic braking. Not currently in use, generally leave this setting&lt;br /&gt;
|-&lt;br /&gt;
|epreservoirpipe_autobrakecylinder &lt;br /&gt;
|decimal&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|Flowsize of the electro pneumatic automatic brake cylinder reservoir. &lt;br /&gt;
|-&lt;br /&gt;
|epreservoirpipe_start &lt;br /&gt;
|?&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|For electro pneumatic braking. Not currently in use, generally leave this setting. &lt;br /&gt;
|-&lt;br /&gt;
|equaliser &lt;br /&gt;
|decimal&lt;br /&gt;
|volume {&lt;br /&gt;
|engine&lt;br /&gt;
|Equalising reservoir volume. &lt;br /&gt;
|-&lt;br /&gt;
|equaliser_mainreservoir &lt;br /&gt;
|decimal&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|Flowsize of the equaliser main reservoir&lt;br /&gt;
|-&lt;br /&gt;
|equaliser_start &lt;br /&gt;
|decimal&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|Equalising Reservoir pressure on loading Trainz &lt;br /&gt;
|-&lt;br /&gt;
|equaliservent &lt;br /&gt;
|decimal&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|Flowsize of the equaliser vent &lt;br /&gt;
|-&lt;br /&gt;
|equaliserventemergency &lt;br /&gt;
|decimal&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|Flowsize of the emergency equaliser vent&lt;br /&gt;
|-&lt;br /&gt;
|equaliserventhandleoff &lt;br /&gt;
|decimal&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|Flowsize of the equaliser to the atmosphere when in the &amp;quot;handle off&amp;quot; position&lt;br /&gt;
|-&lt;br /&gt;
|extensions {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|all&lt;br /&gt;
|Asset specific data.&lt;br /&gt;
|}&lt;br /&gt;
==fa-gz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|faces&lt;br /&gt;
|camera/motion/down&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|The direction the smoke effect faces.&lt;br /&gt;
|-&lt;br /&gt;
|face-texture&lt;br /&gt;
|[path/]filename.texture&lt;br /&gt;
|config.txt&lt;br /&gt;
|drivercharacter&lt;br /&gt;
|This is the driver icon used in TRS. Must be 64x64 pixels&lt;br /&gt;
|-&lt;br /&gt;
|facing&lt;br /&gt;
|boolean&lt;br /&gt;
|consists-vehicle-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Indicates the direction of the vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|file&lt;br /&gt;
|[path/]filename.tfx&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|The twinkle file to be used (optional).&lt;br /&gt;
|-&lt;br /&gt;
|firebox-efficiency&lt;br /&gt;
|decimal (0.0 -&amp;gt; 1.0) &lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|Efficiency of the firebox (higher is more efficient)&lt;br /&gt;
|-&lt;br /&gt;
|firebox-to-boiler-heat-flow&lt;br /&gt;
|decimal&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|Rate of heat flow from firebox to boiler&lt;br /&gt;
|-&lt;br /&gt;
|firebox-to-boiler-heat-flow-idle&lt;br /&gt;
|decimal&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|Rate of heat flow from firebox to boiler when idle&lt;br /&gt;
|-&lt;br /&gt;
|firebox-volume&lt;br /&gt;
|&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|Physical volume of firebox in litres&lt;br /&gt;
|-&lt;br /&gt;
|flowsize {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|engine&lt;br /&gt;
|Flowsize settings specify the rate of flow through the pipes.&lt;br /&gt;
|-&lt;br /&gt;
|fontcolor&lt;br /&gt;
|rgb value&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|corona effect&lt;br /&gt;
|The color of the sign text in r.g.b.&lt;br /&gt;
|-&lt;br /&gt;
|fonts&lt;br /&gt;
|integer&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|Indicates how many types of numbering fonts used.&lt;br /&gt;
|-&lt;br /&gt;
|fontsize&lt;br /&gt;
|float metres&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|corona effect&lt;br /&gt;
|The size of the sign text&lt;br /&gt;
|-&lt;br /&gt;
|fonts-path&lt;br /&gt;
|folder&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|Replaces asset-filename usage for ‘fonts’.&lt;br /&gt;
|-&lt;br /&gt;
|frame-rate&lt;br /&gt;
|float frames/second&lt;br /&gt;
|config.txt&lt;br /&gt;
|turntable&lt;br /&gt;
|Generally make this 30 (frames per second)&lt;br /&gt;
|-&lt;br /&gt;
|frequency&lt;br /&gt;
|float&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|corona effect&lt;br /&gt;
|This variable specifies the flash frequency in Hz, e.g. 1 for once per second, 0.5 for once every 2 seconds, 2 for twice per second.&lt;br /&gt;
|-&lt;br /&gt;
|fuel&lt;br /&gt;
|decimal&lt;br /&gt;
|mass {&lt;br /&gt;
|engine&lt;br /&gt;
|Fuel level, not currently in use&lt;br /&gt;
|-&lt;br /&gt;
|fuel-energy&lt;br /&gt;
|decimal&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|Relative energy in kilojoules per kilogram of coal&lt;br /&gt;
|-&lt;br /&gt;
|function&lt;br /&gt;
|&#039;TrackSignal&#039;&lt;br /&gt;
|config.txt&lt;br /&gt;
|trackside&lt;br /&gt;
|Must be set to &#039;TrackSignal&#039;&lt;br /&gt;
|-&lt;br /&gt;
|grounded&lt;br /&gt;
|float metres&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Height in meters for the road to be offset from terrain.&lt;br /&gt;
|}&lt;br /&gt;
==ha-hz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|height&lt;br /&gt;
|float metres&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Height from the track level to the base. Must be a negative value in order to raise the bridge above the ground.&lt;br /&gt;
|-&lt;br /&gt;
|height&lt;br /&gt;
|integer&lt;br /&gt;
|thumbnails-ID {&lt;br /&gt;
|all&lt;br /&gt;
|Image height&lt;br /&gt;
|-&lt;br /&gt;
|height&lt;br /&gt;
|negative metres&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|Height from the track level to the base. Should be negative.&lt;br /&gt;
|-&lt;br /&gt;
|height-range&lt;br /&gt;
|min,max metres&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|height-range min, max eg: height-range –10, 100. Where min and max are values in meters.&lt;br /&gt;
|-&lt;br /&gt;
|hidden&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Prevents the spline from being rendered.&lt;br /&gt;
|-&lt;br /&gt;
|highspeedexhauster &lt;br /&gt;
|decimal&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|For vacuum braking - not currently in use&lt;br /&gt;
|-&lt;br /&gt;
|highspeedexhauster_vacuumbrakepipe &lt;br /&gt;
|decimal&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|For vacuum braking&lt;br /&gt;
|-&lt;br /&gt;
|hornsound&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|References the KUID number for the traincar horn sound.&lt;br /&gt;
|}&lt;br /&gt;
==ia-iz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|icon0&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Deprecated.  Use thumbnails container&lt;br /&gt;
|-&lt;br /&gt;
|icon1&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Deprecated.  Use thumbnails container&lt;br /&gt;
|-&lt;br /&gt;
|icon2&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Deprecated.  Use thumbnails container&lt;br /&gt;
|-&lt;br /&gt;
|icon3&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Deprecated.  Use thumbnails container&lt;br /&gt;
|-&lt;br /&gt;
|icon-texture&lt;br /&gt;
|[path/]filename.texture&lt;br /&gt;
|config.txt&lt;br /&gt;
|product&lt;br /&gt;
|The in-game representation of the product when specifying the load type for a compatible rollingstock item (driver) Should be a 64x64 TGA.&lt;br /&gt;
|-&lt;br /&gt;
|image&lt;br /&gt;
|[path/]filename&lt;br /&gt;
|thumbnails-ID {&lt;br /&gt;
|all&lt;br /&gt;
|Image filename&lt;br /&gt;
|-&lt;br /&gt;
|indbrakefull &lt;br /&gt;
|?&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|independantbrakecylinder&lt;br /&gt;
|?&lt;br /&gt;
|volume {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|independantbrakecylinder_start &lt;br /&gt;
|?&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|info-page&lt;br /&gt;
|[path/]filename.html&lt;br /&gt;
|config.txt&lt;br /&gt;
|profile&lt;br /&gt;
|Filename of the HTML information page for the session.&lt;br /&gt;
|-&lt;br /&gt;
|inherit-velocity&lt;br /&gt;
|?&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|initial-boiler-temperature&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|initial-count&lt;br /&gt;
|integer&lt;br /&gt;
|queues-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|The initial number of items in the queue.&lt;br /&gt;
|-&lt;br /&gt;
|initiator&lt;br /&gt;
|folder&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Name of model to use at start of bridge, placed in subfolder with same name.&lt;br /&gt;
|-&lt;br /&gt;
|inputs {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|processID {&lt;br /&gt;
|industry&lt;br /&gt;
|Input process list&lt;br /&gt;
|-&lt;br /&gt;
|inputs-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|inputs {&lt;br /&gt;
|industry&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|-&lt;br /&gt;
|instance-type&lt;br /&gt;
|&#039;instance&#039;/&#039;resource&#039;&lt;br /&gt;
|config.txt&lt;br /&gt;
|product&lt;br /&gt;
|Instance-type: &#039;resource&#039; is used when there is no mesh, or one only mesh is referenced in the mesh table (Ie Liquids, Bulk loads etc). &#039;instance&#039; is used when more than one mesh is in the mesh table Ie: Passengers, General Goods. 200 max.‘size’ per Asset.&lt;br /&gt;
|-&lt;br /&gt;
|interior&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|References the KUID number for the traincar interior cab view.&lt;br /&gt;
|-&lt;br /&gt;
|interpolate&lt;br /&gt;
|?&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|invisible&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Specifies whether the object is invisible.&lt;br /&gt;
|-&lt;br /&gt;
|isroad&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Isroad/Istrack. Two boolean tags detailing the behavior of the bridge. If the isroad is set to true, then cars are placed on the bridge. Both values should not be set to true.&lt;br /&gt;
|-&lt;br /&gt;
|istrack&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Isroad/Istrack. Two boolean tags detailing the behavior of the bridge. If the isroad is set to true, then cars are placed on the bridge. Both values should not be set to true.&lt;br /&gt;
|-&lt;br /&gt;
|istunnel&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Disables smoke effects for trains on track with this tag set.  Useful for tunnels, engine houses, snow sheds - anywhere you don&#039;t want smoke going through the roof of a structure.&lt;br /&gt;
|-&lt;br /&gt;
|junction-lever-mesh&lt;br /&gt;
|subcontainer&lt;br /&gt;
|junction-vertices-ID {&lt;br /&gt;
|fixed track&lt;br /&gt;
|The mesh (selected from the mesh table) to be used as a junction lever.&lt;br /&gt;
|-&lt;br /&gt;
|junction-vertex&lt;br /&gt;
|helper&lt;br /&gt;
|junction-vertices-ID {&lt;br /&gt;
|fixed track&lt;br /&gt;
|The attachment point (located in mesh file) at which to place the lever.&lt;br /&gt;
|-&lt;br /&gt;
|junction-vertices {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|fixed track&lt;br /&gt;
|The Junction-Vertices Container contains the tags needed to handle the lever portions of a fixed track.&lt;br /&gt;
|-&lt;br /&gt;
|junction-vertices-ID {&lt;br /&gt;
|container&lt;br /&gt;
|junction-vertices {&lt;br /&gt;
|fixed track&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|}&lt;br /&gt;
==ka-kz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|keyframes&lt;br /&gt;
|integer list&lt;br /&gt;
|config.txt&lt;br /&gt;
|turntable&lt;br /&gt;
|Specifies where on the animation the turntable is to stop.&lt;br /&gt;
|-&lt;br /&gt;
|kind&lt;br /&gt;
|&#039;animation&#039;&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|This effect is used when a mesh has a variety of animations. Usually the animations will be controlled by a script related to the asset.&lt;br /&gt;
|-&lt;br /&gt;
|kind&lt;br /&gt;
|&#039;attachment&#039;&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|In TRS we now have the ability to attach a mesh into another mesh by referencing it’s KUID through a meshtable.&lt;br /&gt;
|-&lt;br /&gt;
|kind&lt;br /&gt;
|&#039;corona&#039;&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|A corona is a ‘glow’ light effect. It is a simple texture that is inserted at an attachment point within the mesh. Coronas can be added to any asset that uses a meshtable.&lt;br /&gt;
|-&lt;br /&gt;
|kind&lt;br /&gt;
|interior object kind&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|interior&lt;br /&gt;
|The type of interior object the particular mesh is. Affects the behavior of the mesh in game. Kinds: lever (Levers, switches, dials etc), animated-lever (Animated Levers etc Eg. in steam cabs), collision-proxy (Mouse collisions for animated levers), needle (Gauge needles, Speedo, brake pres.), pullrope (Pull rope horn as in the F7), light (Wheelslip light)&lt;br /&gt;
|-&lt;br /&gt;
|kind&lt;br /&gt;
|kind&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Asset kind.&lt;br /&gt;
|-&lt;br /&gt;
|kind&lt;br /&gt;
|&#039;name&#039;&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|Some assets may have editable signs. When you set an asset’s name in surveyor through the Edit Properties icon (‘?’ icon) the signage can be set-up to automatically update. The variables can be set for each sign.&lt;br /&gt;
|-&lt;br /&gt;
|kind&lt;br /&gt;
|&#039;texture-replacement&#039;&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|This effect was created for rolling stock items to swap the visible texture of bulk loads (such as coal or woodchips).&lt;br /&gt;
|-&lt;br /&gt;
|kuid&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Asset kuid&lt;br /&gt;
|-&lt;br /&gt;
|kuid-table {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|all&lt;br /&gt;
|List of all required dependencies.&lt;br /&gt;
|-&lt;br /&gt;
|kuid-table-ID {&lt;br /&gt;
|kuid&lt;br /&gt;
|kuid-table {&lt;br /&gt;
|all&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|}&lt;br /&gt;
==la-lz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|latitude&lt;br /&gt;
|?&lt;br /&gt;
|config.txt&lt;br /&gt;
|region&lt;br /&gt;
|latitude of this region&lt;br /&gt;
|-&lt;br /&gt;
|left-passenger-door {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Predefined submesh identifier. Left side passenger doors.&lt;br /&gt;
|-&lt;br /&gt;
|length&lt;br /&gt;
|float metres&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Length of track segment in meters&lt;br /&gt;
|-&lt;br /&gt;
|levels {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|tracksound {&lt;br /&gt;
|Tracksound&lt;br /&gt;
|Relative sound levels. The sound is silent until 0.1 m/s, ramping up in volume until 10.0 m/s, constant maximum after that. Note, a value below 0.1 will not play a sound.&lt;br /&gt;
|-&lt;br /&gt;
|licence&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|User licence details&lt;br /&gt;
|-&lt;br /&gt;
|lifetime&lt;br /&gt;
|float&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|Time in seconds that smoke particles exist for. Default is 3.&lt;br /&gt;
|-&lt;br /&gt;
|light&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|Sets lighting to be used for object to be ambient or directional. 0 sets ambient lighting and object is light by general light value, 1 sets directional light which is affected by the position of the sun.&lt;br /&gt;
|-&lt;br /&gt;
|light&lt;br /&gt;
|boolean&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Sets lighting to be used for object to be ambient or directional. 0 sets ambient lighting and object is light by general light value, 1 sets directional light which is affected by the position of the sun.&lt;br /&gt;
|-&lt;br /&gt;
|light_color&lt;br /&gt;
|rgb value&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|RGB headlight color. Eg. 255,255,255.&lt;br /&gt;
|-&lt;br /&gt;
|lights {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|mosignal&lt;br /&gt;
|Signal lighting container.  A list of coronas attached to each light point. Coronas are stored in each signal object’s directory alongside it’s textures.&lt;br /&gt;
|-&lt;br /&gt;
|lights-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|lights {&lt;br /&gt;
|mosignal&lt;br /&gt;
|Light point identifier.&lt;br /&gt;
|-&lt;br /&gt;
|limits&lt;br /&gt;
|float list&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|interior&lt;br /&gt;
|Mathematical boundaries Trainz uses determine the objects function. These values vary as different objects use different mathematical units.&lt;br /&gt;
|-&lt;br /&gt;
|longitude&lt;br /&gt;
|?&lt;br /&gt;
|config.txt&lt;br /&gt;
|region&lt;br /&gt;
|longitude of this region&lt;br /&gt;
|-&lt;br /&gt;
|loop&lt;br /&gt;
|float seconds&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|Time in seconds to loop the smoke sequence. Only valid if mode is set to time.&lt;br /&gt;
|-&lt;br /&gt;
|loopdelay&lt;br /&gt;
|float seconds&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|Delay (in seconds) before the effect is played again.&lt;br /&gt;
|-&lt;br /&gt;
|looped&lt;br /&gt;
|boolean&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|animation effect&lt;br /&gt;
|Looped 1 (optional) Use only if the animation is looping (repeating). Default 0 (i.e. not looped).&lt;br /&gt;
|-&lt;br /&gt;
|looping&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|turntable&lt;br /&gt;
|specifies that the turntable can go all the way around, rather than stopping at a certain point.&lt;br /&gt;
|}&lt;br /&gt;
==ma-mz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|mainreservoir &lt;br /&gt;
|?&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|mainreservoir &lt;br /&gt;
|?&lt;br /&gt;
|volume {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|mainreservoir_ep &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|mainreservoir_start &lt;br /&gt;
|?&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|main-reservoir-volume&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|map-kuid&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|profile&lt;br /&gt;
|Kuid of the map attached to this session.&lt;br /&gt;
|-&lt;br /&gt;
|mass&lt;br /&gt;
|float kg&lt;br /&gt;
|config.txt&lt;br /&gt;
|product&lt;br /&gt;
|The physical mass of the product. For Containers and Passengers this is calculated in kilograms/unit, while for Liquid and Bulk loads this is calculated in kilograms/litre.&lt;br /&gt;
|-&lt;br /&gt;
|mass&lt;br /&gt;
|integer kg&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|Mass in kilograms&lt;br /&gt;
|-&lt;br /&gt;
|mass {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|max-accel &lt;br /&gt;
|?&lt;br /&gt;
|motor {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|max-coupler-gap&lt;br /&gt;
|float metres&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|maximum gap expected between couplers of this type&lt;br /&gt;
|-&lt;br /&gt;
|max-decel &lt;br /&gt;
|?&lt;br /&gt;
|motor {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|max-distance&lt;br /&gt;
|float&lt;br /&gt;
|tracksound {&lt;br /&gt;
|Tracksound&lt;br /&gt;
|Maximum distance at which the sound is played. Eg 1000&lt;br /&gt;
|-&lt;br /&gt;
|max-fire-coal-mass&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|max-fire-temperature&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|maximum-volume&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|maxrate&lt;br /&gt;
|float&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|The maximum rate at which particles are emitted.&lt;br /&gt;
|-&lt;br /&gt;
|maxsize&lt;br /&gt;
|float&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|maxspeed &lt;br /&gt;
|?&lt;br /&gt;
|motor {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|maxspeedkph&lt;br /&gt;
|float&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|maxvoltage &lt;br /&gt;
|?&lt;br /&gt;
|motor {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|mesh&lt;br /&gt;
|[path/]filename.im&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|The mesh name. This may include a sub-path. ie: mesh nightwindows/nightwindows.im, where the file nightwindows.im has been placed in the subdirectory nightwindows.&lt;br /&gt;
|-&lt;br /&gt;
|mesh&lt;br /&gt;
|[path/]filename.lm&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|The mesh name. This may include a sub-path. ie: mesh nightwindows/nightwindows.im, where the file nightwindows.im has been placed in the subdirectory nightwindows.&lt;br /&gt;
|-&lt;br /&gt;
|mesh&lt;br /&gt;
|[path/]filename.pm&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|The mesh name. This may include a sub-path. ie: mesh nightwindows/nightwindows.im, where the file nightwindows.im has been placed in the subdirectory nightwindows.&lt;br /&gt;
|-&lt;br /&gt;
|mesh&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|drivercharacter&lt;br /&gt;
|This refers to the kuid of the mesh asset inserted in to the locomotive mesh at a.driver0 (when in the Driver Module).&lt;br /&gt;
|-&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|mesh object&lt;br /&gt;
|This is the new and preferred method of asset mesh placement for most mesh asset types. It gives huge control over mesh placement and animations. There are some asset types that cannot use a meshtable. These include all Bridges, Tunnels, Rails, Pantographs and other Spline Objects (eg. Fences or Catenaries).&lt;br /&gt;
|-&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|mesh object&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|-&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|interior&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|-&lt;br /&gt;
|min-distance&lt;br /&gt;
|float&lt;br /&gt;
|tracksound {&lt;br /&gt;
|Tracksound&lt;br /&gt;
|Minimum distance at which the sound is played. Eg 0.&lt;br /&gt;
|-&lt;br /&gt;
|minimum-volume&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|minrate&lt;br /&gt;
|float&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|The minimum rate at which particles are emitted.&lt;br /&gt;
|-&lt;br /&gt;
|minsize&lt;br /&gt;
|float&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|mode&lt;br /&gt;
|speed/anim/timeofday/time&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|Describes the mode or type of this smoke effect. This affects how start and period are interpreted. (time | speed | anim | timeofday). &lt;br /&gt;
|-&lt;br /&gt;
|mode0 {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|trackside&lt;br /&gt;
|Mesh showing lever in first position&lt;br /&gt;
|-&lt;br /&gt;
|mode0 {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Predefined submesh identifier. Mesh showing lever in first position&lt;br /&gt;
|-&lt;br /&gt;
|mode1 {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|trackside&lt;br /&gt;
|Mesh showing lever in second position&lt;br /&gt;
|-&lt;br /&gt;
|mode1 {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Predefined submesh identifier. Mesh showing lever in second position&lt;br /&gt;
|-&lt;br /&gt;
|motor {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|mousespeed&lt;br /&gt;
|float&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|interior&lt;br /&gt;
|This controls the use of the mouse on screen. Use this to control the mouse speed and push/pull direction for levers and dials. • mousespeed -1 Inverts mouse direction. • mousespeed 2 Doubles mouse speed in default direction. • mousespeed -0.5 Inverts mouse direction and halves the speed.&lt;br /&gt;
|-&lt;br /&gt;
|moving-friction-coefficient &lt;br /&gt;
|?&lt;br /&gt;
|motor {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|}&lt;br /&gt;
==na-nz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|name&lt;br /&gt;
|&amp;lt;blank&amp;gt;&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|name effect&lt;br /&gt;
|Leave blank to allow the name to be inserted by script without an initial default.&lt;br /&gt;
|-&lt;br /&gt;
|name&lt;br /&gt;
|&#039;name&#039;&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|name effect&lt;br /&gt;
|When name name is specified, it uses the asset’s changeable name. Changed through the Edit Properties icon (the ‘?’ icon) in Surveyor.&lt;br /&gt;
|-&lt;br /&gt;
|name&lt;br /&gt;
|string&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|name effect&lt;br /&gt;
|The default text when placed.  If name Graceland (for example) was used, the sign would never be able to be changed even though the user may have changed the asset’s name in Surveyor.&lt;br /&gt;
|-&lt;br /&gt;
|night&lt;br /&gt;
|[path/]filename.tga&lt;br /&gt;
|config.txt&lt;br /&gt;
|environment&lt;br /&gt;
|Name of image file for night sky. File should be 256 x 256 pixel 24bit tga. The file extension should be excluded here, ie “QLD_Sky” rather than  &amp;quot;qLD_Sky.texture.txt”.&lt;br /&gt;
|-&lt;br /&gt;
|night-mesh-base&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|The mesh to which &#039;default-night&#039; is linked.  If the &#039;night-mesh-base&#039; is hidden then &#039;default-night&#039; will not be displayed.&lt;br /&gt;
|-&lt;br /&gt;
|nightmode&lt;br /&gt;
|home/lamp/constant&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|Only add this tag if you reference a default-night mesh in the mesh-table. Values: home, lamp or constant.&lt;br /&gt;
|-&lt;br /&gt;
|no3pipe &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|no3pipe &lt;br /&gt;
|?&lt;br /&gt;
|volume {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|no3pipe_autobrakecylinder &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|no3pipe_mainreservoir &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|no3pipe_start &lt;br /&gt;
|?&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|no3pipevent &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|no4pipe &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|no4pipe &lt;br /&gt;
|?&lt;br /&gt;
|volume {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|no4pipe_start &lt;br /&gt;
|?&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|normal&lt;br /&gt;
|[path/]filename.tga&lt;br /&gt;
|config.txt&lt;br /&gt;
|environment&lt;br /&gt;
|Name of image file for normal sky. File should be 256 x 256 pixel 24bit tga. The file extension should be excluded here, ie “QLD_Sky” rather than  &amp;quot;qLD_Sky.texture.txt”.&lt;br /&gt;
|-&lt;br /&gt;
|nostartdelay&lt;br /&gt;
|boolean&lt;br /&gt;
|soundscript-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|0 or 1, default 0 If not set, the sound will have a short delay before playing, this stops flanging (flanging is a really nasty sound caused when several copies of the same sound are played at once).&lt;br /&gt;
|-&lt;br /&gt;
|notches&lt;br /&gt;
|float list&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|interior&lt;br /&gt;
|The position of notches within the angle boundaries. These are represented as decimal points between and including 0 and 1.&lt;br /&gt;
|-&lt;br /&gt;
|notchheight&lt;br /&gt;
|float list&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|interior&lt;br /&gt;
|The size of the notches specified.&lt;br /&gt;
|}&lt;br /&gt;
==oa-oz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|object-size&lt;br /&gt;
|float metres&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|corona effect&lt;br /&gt;
|Size of the corona on the object when viewed up close Defaults to 0.15 (i.e. 0.15m)&lt;br /&gt;
|-&lt;br /&gt;
|obsolete-table { &lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|all&lt;br /&gt;
|The obsolete-table describes the asset’s revision history.&lt;br /&gt;
|-&lt;br /&gt;
|ontheright&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|region&lt;br /&gt;
|Cars drive on the right side of the road.&lt;br /&gt;
|-&lt;br /&gt;
|opacity&lt;br /&gt;
|0..1&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Controls the opacity of the mesh. Zero (invisible, not recommended) or one (solid).&lt;br /&gt;
|-&lt;br /&gt;
|opacity&lt;br /&gt;
|0..1&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|interior&lt;br /&gt;
|Usually used for the window mesh to give transparency (and the impression of reflection).&lt;br /&gt;
|-&lt;br /&gt;
|organisation&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Organisation name will show in Trainz in Railyard as the organisation for the model, for instance if you use Joe’s Trainz or Cripple Creek Logging Company.&lt;br /&gt;
|-&lt;br /&gt;
|origin&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|The Country Abbreviation.&lt;br /&gt;
|-&lt;br /&gt;
|outputs {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|process-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Output process list&lt;br /&gt;
|-&lt;br /&gt;
|outputs-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|outputs {&lt;br /&gt;
|industry&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|}&lt;br /&gt;
==pa-pz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|paintshed-skin-used&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|paintshed-skin&lt;br /&gt;
|Kuid of the paintshed skin used. (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
|paintshed-skin-used&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|paintshed-template&lt;br /&gt;
|Kuid of the paintshed skin to be used for this template.&lt;br /&gt;
|-&lt;br /&gt;
|paintshed-template-used&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|paintshed-skin&lt;br /&gt;
|Kuid of the paintshed template used. (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
|pantograph&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|The pantograph kuid number inserted at a.pant0, a.pant1, etc. Use this tag only when needed.&lt;br /&gt;
|-&lt;br /&gt;
|passenger-height&lt;br /&gt;
|float metres&lt;br /&gt;
|config.txt&lt;br /&gt;
|industry&lt;br /&gt;
|This value sets the height of the passenger asset in metres, to suit the platform model height. (Doesn&#039;t work)&lt;br /&gt;
|-&lt;br /&gt;
|passenger-queue&lt;br /&gt;
|boolean&lt;br /&gt;
|queues-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Defines this as a passenger station queue.&lt;br /&gt;
|-&lt;br /&gt;
|period&lt;br /&gt;
|?&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|The usage of period depends on the value of the mode tag. If the mode is set to time, period is the duration of time this effect will remain active.&lt;br /&gt;
|-&lt;br /&gt;
|permit-commit&lt;br /&gt;
|boolean&lt;br /&gt;
|privileges {&lt;br /&gt;
|all&lt;br /&gt;
|Allows the end-user to commit changes to this asset.&lt;br /&gt;
|-&lt;br /&gt;
|permit-edit&lt;br /&gt;
|boolean&lt;br /&gt;
|privileges {&lt;br /&gt;
|all&lt;br /&gt;
|Allows the end-user to open this asset for editing&lt;br /&gt;
|-&lt;br /&gt;
|permit-listing&lt;br /&gt;
|boolean&lt;br /&gt;
|privileges {&lt;br /&gt;
|all&lt;br /&gt;
|Allows the end-user to view this object in the surveyor pickers (if it is of an appropriate kind.) Does not affect the visibility of the asset within the CMP asset list.&lt;br /&gt;
|-&lt;br /&gt;
|piston-angular-offsets&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|piston-area&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|piston-to-atmosphere-flow&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|piston-volume-max&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|piston-volume-min&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|pressure {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|preview-mesh-kuid&lt;br /&gt;
|kuid&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|The mesh to be used in the surveyor preview area. This is useful when an asset has a large bounding box. Ie the &amp;quot;Airport” with it’s jet animation.&lt;br /&gt;
|-&lt;br /&gt;
|preview-scale&lt;br /&gt;
|float&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Scale of the preview mesh.&lt;br /&gt;
|-&lt;br /&gt;
|priority&lt;br /&gt;
|float, 0 = highest&lt;br /&gt;
|tracksound {&lt;br /&gt;
|Tracksound&lt;br /&gt;
|The priority of the sound versus other sounds to be played. Lower values indicate a higher priority.&lt;br /&gt;
|-&lt;br /&gt;
|privileges {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|all&lt;br /&gt;
|Limited content protection applies only to built-in (JArchived) assets.&lt;br /&gt;
|-&lt;br /&gt;
|processes {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|industry&lt;br /&gt;
|Processes (required) The input and output settings of the industry. You can specify the amount of input and output for each queue referenced product as well as the duration (or rate) in seconds for that process to take place. All queues and processes are linked through the industry asset’s script file.&lt;br /&gt;
|-&lt;br /&gt;
|process-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|processes {&lt;br /&gt;
|industry&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|-&lt;br /&gt;
|product-category&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|product&lt;br /&gt;
|Kuid of applicable category for this product&lt;br /&gt;
|-&lt;br /&gt;
|product-id&lt;br /&gt;
|?&lt;br /&gt;
|config.txt&lt;br /&gt;
|paintshed-skin&lt;br /&gt;
|For paintshed support.&lt;br /&gt;
|-&lt;br /&gt;
|product-kuid&lt;br /&gt;
|kuid&lt;br /&gt;
|queues-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|The product type used to fill ‘initial-count’&lt;br /&gt;
|-&lt;br /&gt;
|product-texture&lt;br /&gt;
|[path/]filename.texture&lt;br /&gt;
|config.txt&lt;br /&gt;
|product&lt;br /&gt;
|The texture to be used with load ‘texture-replacement’. Ie When a hopper loads woodchips instead of it’s default load of coal.&lt;br /&gt;
|-&lt;br /&gt;
|product-type&lt;br /&gt;
|?&lt;br /&gt;
|config.txt&lt;br /&gt;
|paintshed-skin&lt;br /&gt;
|For paintshed support.&lt;br /&gt;
|-&lt;br /&gt;
|product-version&lt;br /&gt;
|?&lt;br /&gt;
|config.txt&lt;br /&gt;
|paintshed-skin&lt;br /&gt;
|For paintshed support.&lt;br /&gt;
|}&lt;br /&gt;
==qu-rz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|queue&lt;br /&gt;
|queues-ID {&lt;br /&gt;
|inputs-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|queue from which to take input.&lt;br /&gt;
|-&lt;br /&gt;
|queue&lt;br /&gt;
|queues-ID {&lt;br /&gt;
|outputs-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|queue in which to place output.&lt;br /&gt;
|-&lt;br /&gt;
|queues {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|industry&lt;br /&gt;
|The queues container states which product or products the industry can use. It contains the size of each product, the initial count when placed, and can refer to it’s visual load state whether through a load animation or attachment.&lt;br /&gt;
|-&lt;br /&gt;
|queues-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|queues {&lt;br /&gt;
|industry&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|-&lt;br /&gt;
|radius&lt;br /&gt;
|float&lt;br /&gt;
|attached-trigger-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Radius (in meters) of the trigger.&lt;br /&gt;
|-&lt;br /&gt;
|radius&lt;br /&gt;
|float&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|interior&lt;br /&gt;
|The notch position relative to the attachment point.&lt;br /&gt;
|-&lt;br /&gt;
|random-color-high-hsb&lt;br /&gt;
|hsb value&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|For clutter-mesh objects, specifies a color range for tinting purposes. HSB color space.&lt;br /&gt;
|-&lt;br /&gt;
|random-color-low-hsb&lt;br /&gt;
|hsb value&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|For clutter-mesh objects, specifies a color range for tinting purposes. HSB color space.&lt;br /&gt;
|-&lt;br /&gt;
|rate&lt;br /&gt;
|float particles/second&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|The rate of emission in particles per second for modes time, speed, and timeofday, or the number of particles to emit over the animation period for  anim mode. Default is 4.&lt;br /&gt;
|- style=&amp;quot;color:navy; background:lightyellow;&amp;quot;&lt;br /&gt;
|[[region]] &amp;lt;br/&amp;gt;(depreciated)&lt;br /&gt;
|region code&lt;br /&gt;
|config.txt&lt;br /&gt;
|general  &amp;lt;br/&amp;gt;(obsolescent)&lt;br /&gt;
|Trainz 1.x legacy tag; the country region to which this asset belongs. This should be one of the Auran-supplied region names, but older content has shown full names. &lt;br /&gt;
|-&lt;br /&gt;
|repeat-delay&lt;br /&gt;
|random [min,max] seconds&lt;br /&gt;
|soundscript-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|1 or 2 numbers (min, max, in sec) time to delay between the end of the sound playing, and playing it again randomised between(min .. max) default min is 0, default max is equal to min  Notes: Repeat-delay now has two values rather than one. When upgrading old assets, make sure there is a repeat delay for both values or the sound will loop endlessly when triggered.&lt;br /&gt;
|-&lt;br /&gt;
|repeats&lt;br /&gt;
|integer&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|The number of times the mesh is placed between spline points&lt;br /&gt;
|-&lt;br /&gt;
|resistance &lt;br /&gt;
|?&lt;br /&gt;
|motor {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|reversed&lt;br /&gt;
|boolean&lt;br /&gt;
|bogeys-ID {&lt;br /&gt;
|traincar&lt;br /&gt;
|Reverses the animation direction. Use when the bogie attachment point in the traincar asset has been rotated 180 degrees around the Z axis.&lt;br /&gt;
|-&lt;br /&gt;
|rgb&lt;br /&gt;
|rgb value&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|This value should be left as default.&lt;br /&gt;
|-&lt;br /&gt;
|right-passenger-door {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Predefined submesh identifier. Right side passenger doors.&lt;br /&gt;
|-&lt;br /&gt;
|rollstep&lt;br /&gt;
|float degrees&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|Where n is a value in degrees. Used in conjunction with rotate-yz-range, rollstep lets you specify the step size of roll angles for this object. Other example values are 1, 5, 20 etc. The default rollstep is 1.0.&lt;br /&gt;
|-&lt;br /&gt;
|rotate&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|Where n is 0 or 1 (default). This lets you disable rotation on a scenery object. 0 to disable, 1 to enable (default).&lt;br /&gt;
|-&lt;br /&gt;
|rotate-yz-range&lt;br /&gt;
|min,max degrees&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|Where min and max are values in degrees. This tag lets you set the roll / yz rotation range (normal object rotation is an xy rotation). If you want your scenery object to support rolling then use this tag to set the minimum and maximum roll range. By default, objects have a min/max roll range of 0 to 0.&lt;br /&gt;
|-&lt;br /&gt;
|rotstep&lt;br /&gt;
|float degrees&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Where n is a value in degrees. This lets you specify the step size of rotation angles for this object. Other example values are 1, 10, 20, 90, 180 etc. The default rotstep is 1.0&lt;br /&gt;
|-&lt;br /&gt;
|running-number&lt;br /&gt;
|string&lt;br /&gt;
|consists-vehicle-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Running number of the vehicle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==sa-sz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|safety-valve-high-flow&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|safety-valve-high-pressure&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|safety-valve-low-flow&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|safety-valve-low-pressure&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|scale&lt;br /&gt;
|?&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|scale &lt;br /&gt;
|?&lt;br /&gt;
|mass {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|scale &lt;br /&gt;
|?&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|scale &lt;br /&gt;
|?&lt;br /&gt;
|volume {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|script&lt;br /&gt;
|[path/]filename.gs&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|This refers to the name of the script file.&lt;br /&gt;
|-&lt;br /&gt;
|search-limit&lt;br /&gt;
|?&lt;br /&gt;
|config.txt&lt;br /&gt;
|trackside&lt;br /&gt;
|Not required. For internal use only.&lt;br /&gt;
|-&lt;br /&gt;
|shadow {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Predefined submesh identifier. Shadow mesh.&lt;br /&gt;
|-&lt;br /&gt;
|shadows&lt;br /&gt;
|?&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Undocumented&lt;br /&gt;
|-&lt;br /&gt;
|shift&lt;br /&gt;
|?&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|shovel-coal-mass&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|showhelp&lt;br /&gt;
|boolean&lt;br /&gt;
|driver-settings {&lt;br /&gt;
|activity&lt;br /&gt;
|Show Driver Help. (off, on)&lt;br /&gt;
|-&lt;br /&gt;
|show-in-consist-menu&lt;br /&gt;
|boolean&lt;br /&gt;
|consists-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Boolean flag that dictates whether this train appears in the consist menu (0 - false, 1 - true). The consist menu was along the bottom of the screen in the original Trainz and UTC but is no longer present. It effectively stopped a user from getting access to an AI train. Redundant for most uses except for legacy/scenario usage.&lt;br /&gt;
|-&lt;br /&gt;
|signals {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|mosignal&lt;br /&gt;
|Sets out which aspects the signal is capable of displaying, and also which light points are activated when each state is displayed.&lt;br /&gt;
|-&lt;br /&gt;
|signals-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|lights {&lt;br /&gt;
|mosignal&lt;br /&gt;
|Signal point identifier.&lt;br /&gt;
|-&lt;br /&gt;
|size&lt;br /&gt;
|integer&lt;br /&gt;
|queues-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Size of queue.&lt;br /&gt;
|-&lt;br /&gt;
|smoke_fastlife&lt;br /&gt;
|float&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|Longevity of smoke particles at normal speed.&lt;br /&gt;
|-&lt;br /&gt;
|smoke_fastspeed&lt;br /&gt;
|?&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|smoke_height&lt;br /&gt;
|float&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|How hard particles are pushed out of the stack.&lt;br /&gt;
|-&lt;br /&gt;
|smoke_random&lt;br /&gt;
|float&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|Level of particle excitation.&lt;br /&gt;
|-&lt;br /&gt;
|smoke_shade&lt;br /&gt;
|float&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|Smoke opacity. (0 - 1)&lt;br /&gt;
|-&lt;br /&gt;
|smoke_slowlife&lt;br /&gt;
|float&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|Longevity of smoke particles at low speed.&lt;br /&gt;
|-&lt;br /&gt;
|smoken {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|smoke block&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|snapgrid&lt;br /&gt;
|float metres&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|Where n is a value in meters. This lets you specify the size of the grid the object snaps to. We recommend factors/fractions of 720 as this is the size of a base board and the positioning may do funny things across section borders. e.g. 1, 2, 5, 10, 20, 30, 40, 45, 60, 80, 90, 120, 180, 240, 360, 720. The default snapgrid is 10.&lt;br /&gt;
|-&lt;br /&gt;
|snapmode&lt;br /&gt;
|0/1/2&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|Where n is either 0 (default) , 1 or 2. Use snapmode to enable snapping of a scenery object to the snap grid. 0 will disable grid snapping (default), 1 will enable grid snapping, 2 will enable an offset grid snapping. Offset grid snapping will cause objects to be snapped to the grid but will also offset the object’s position by ½ the grid size – essentially positioning the object in between the normal grid lines.&lt;br /&gt;
|-&lt;br /&gt;
|sound { &lt;br /&gt;
|subcontainer&lt;br /&gt;
|soundscript-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|List of .wav files to play (randomly picked)&lt;br /&gt;
|-&lt;br /&gt;
|soundscript {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|mesh object&lt;br /&gt;
|Controls the looping sound made by the object.&lt;br /&gt;
|-&lt;br /&gt;
|soundscript-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|soundscript {&lt;br /&gt;
|mesh object&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|-&lt;br /&gt;
|speed&lt;br /&gt;
|float&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|animation effect&lt;br /&gt;
|Speed factor of the animation. Default 1, 2 for double speed, 0.5 for half speed&lt;br /&gt;
|-&lt;br /&gt;
|speedlimit&lt;br /&gt;
|float metres/second&lt;br /&gt;
|config.txt&lt;br /&gt;
|trackside&lt;br /&gt;
|This value is the maximum speed allowed in meters per second&lt;br /&gt;
|-&lt;br /&gt;
|start&lt;br /&gt;
|?&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|The usage of stard depends on the value of the mode tag. If the mode is set to time, start is a set of time values in seconds after the creation of this effect’s parent object when this phase of the effect will start. If the mode is set to speed, start is a speed in meters per second (m/s) and period is not used. (Note: 1 m/s = 3.6 km/hr.) All other sequence attributes (rate, velocity, lifetime, minsize, maxsize) are interpolated so there are smooth transitions between phases. If the mode is set to anim, start is a value from 0.0 to 1.0 which describes the start time into the object’s animation cycle. If the mode is set to timeofday, start is a value from 0.0 to 1.0 which describes the time of day when this effect will start. Values range as follow: 0 - midnight, 0.25 - 6am, 0.5 - midday, 0.75 6pm, 1.0 - midnight.&lt;br /&gt;
|-&lt;br /&gt;
|start-enabled&lt;br /&gt;
|boolean&lt;br /&gt;
|process-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|Specifies whether the process starts enabled.&lt;br /&gt;
|-&lt;br /&gt;
|startingtime&lt;br /&gt;
|0..1&lt;br /&gt;
|driver-settings {&lt;br /&gt;
|activity&lt;br /&gt;
|Time of day. Range is from 0 to 1 (0.5 - midday).&lt;br /&gt;
|-&lt;br /&gt;
|steam {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|storm&lt;br /&gt;
|[path/]filename.tga&lt;br /&gt;
|config.txt&lt;br /&gt;
|environment&lt;br /&gt;
|Name of image file for stormy sky. File should be 256 x 256 pixel 24bit tga. The file extension should be excluded here, ie “QLD_Sky” rather than  &amp;quot;qLD_Sky.texture.txt”.&lt;br /&gt;
|-&lt;br /&gt;
|string-table {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|all&lt;br /&gt;
|The string table stores a list of text strings to be used by the industry script.&lt;br /&gt;
|-&lt;br /&gt;
|string-table-## {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|all&lt;br /&gt;
|These alternative string tables store translated strings&lt;br /&gt;
|-&lt;br /&gt;
|supports-null-driver-character&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|drivercommand&lt;br /&gt;
|Command can be executed without a driver present in the selected loco.&lt;br /&gt;
|-&lt;br /&gt;
|surface-area &lt;br /&gt;
|?&lt;br /&gt;
|motor {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|surveyor-name-label&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Specifies whether this item has floating name label text.&lt;br /&gt;
|-&lt;br /&gt;
|surveyor-only&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|Adding this means the attached mesh will only be visible in Surveyor and not Driver.&lt;br /&gt;
|-&lt;br /&gt;
|surveyor-only&lt;br /&gt;
|boolean&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|attachment effect&lt;br /&gt;
|Adding this means the attached mesh will only be visible in Surveyor and not Driver.&lt;br /&gt;
|}&lt;br /&gt;
==ta-tz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|tender&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|traincar&lt;br /&gt;
|Specifies that the traincar is a tender.&lt;br /&gt;
|-&lt;br /&gt;
|terminator&lt;br /&gt;
|folder&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Name of model to use at end of bridge, placed in subfolder with same name.&lt;br /&gt;
|-&lt;br /&gt;
|test-collisions&lt;br /&gt;
|boolean&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|interior&lt;br /&gt;
|Mouse cannot be used for this mesh. Collision mesh used instead. Ie animated-levers.&lt;br /&gt;
|-&lt;br /&gt;
|texture&lt;br /&gt;
|[path/]filename.texture&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|An image texture file.&lt;br /&gt;
|-&lt;br /&gt;
|texture&lt;br /&gt;
|[path]/filename.texture&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|texture-replacement effect&lt;br /&gt;
|Texture reference denoting the texture file to be swapped by this effect.&lt;br /&gt;
|-&lt;br /&gt;
|texture&lt;br /&gt;
|kuid&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|Kuid of the texture to be used for the effect.&lt;br /&gt;
|-&lt;br /&gt;
|texture-kuid&lt;br /&gt;
|&amp;lt;blank&amp;gt;&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|corona effect&lt;br /&gt;
|If the texture-kuid tag is not present the corona will use the default yellow/orange texture in TRS.&lt;br /&gt;
|-&lt;br /&gt;
|texture-kuid&lt;br /&gt;
|kuid&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|corona effect&lt;br /&gt;
|Add this tag only when you want to specify your own texture for the corona. It specifies the KUID of a kind texture asset. See KIND TEXTURE.&lt;br /&gt;
|-&lt;br /&gt;
|textures {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|texturegroup&lt;br /&gt;
|The textures container stores a list of additional textures to be used in the texture group.&lt;br /&gt;
|-&lt;br /&gt;
|three-part&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|hornsound&lt;br /&gt;
|Specifies that the hornsound has a beginning, middle and ending sound.&lt;br /&gt;
|-&lt;br /&gt;
|throttle-notches &lt;br /&gt;
|?&lt;br /&gt;
|motor {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|throttle-power {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|thumbnails {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|all&lt;br /&gt;
|Any asset may specify a thumbnail or preview image.&lt;br /&gt;
|-&lt;br /&gt;
|thumbnails-ID {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|thumbnails {&lt;br /&gt;
|all&lt;br /&gt;
|User supplied identifier&lt;br /&gt;
|-&lt;br /&gt;
|timerate&lt;br /&gt;
|float&lt;br /&gt;
|driver-settings {&lt;br /&gt;
|activity&lt;br /&gt;
|Time progression. (1 - real-time, 2 - double speed etc.)&lt;br /&gt;
|-&lt;br /&gt;
|track&lt;br /&gt;
|kuid&lt;br /&gt;
|attached-track-ID {&lt;br /&gt;
|scenery with track&lt;br /&gt;
|Kuid of the track to be used.&lt;br /&gt;
|-&lt;br /&gt;
|track&lt;br /&gt;
|kuid&lt;br /&gt;
|tracksound {&lt;br /&gt;
|Tracksound&lt;br /&gt;
|The track type to which this sound will apply&lt;br /&gt;
|-&lt;br /&gt;
|track&lt;br /&gt;
|trackID&lt;br /&gt;
|attached-trigger-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|The track name which the train must be on to trigger.&lt;br /&gt;
|-&lt;br /&gt;
|trackmark&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|trackside&lt;br /&gt;
|Specifies that the object is a trackmark.&lt;br /&gt;
|-&lt;br /&gt;
|trackoffsets&lt;br /&gt;
|float list, metres&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Distance in meters the rail/s are attached to the center of the spline. Any number of tracks can be attached to the spline, only splines with the same track offsets can be connected together.&lt;br /&gt;
|-&lt;br /&gt;
|track-parent&lt;br /&gt;
|kuid&lt;br /&gt;
|tracksound {&lt;br /&gt;
|Tracksound&lt;br /&gt;
|The parent (eg. bridge/industry/tunnel) of the track to which this sound will apply.&lt;br /&gt;
|-&lt;br /&gt;
|trackdirections&lt;br /&gt;
|float metres&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Specifies the direction of traffic for each of the road assets attached to the bridge,&lt;br /&gt;
&lt;br /&gt;
    0 = traffic to flow in one direction for the dual lanes attached at -3.5 metres, &lt;br /&gt;
    1 = traffic to flow in the opposite direction for the dual lanes placed at 3.5 metres. &lt;br /&gt;
|-&lt;br /&gt;
|trackside&lt;br /&gt;
|float metres&lt;br /&gt;
|config.txt&lt;br /&gt;
|trackside&lt;br /&gt;
|This is a value that is the distance in meters the object is placed relative to the center of the track. Negative values will put the object on the left side of the track, and positive values will appear on the right.&lt;br /&gt;
|-&lt;br /&gt;
|track-sound&lt;br /&gt;
|kuid&lt;br /&gt;
|tracksound {&lt;br /&gt;
|Tracksound&lt;br /&gt;
|The kuid of the tracksound object to be used.&lt;br /&gt;
|-&lt;br /&gt;
|tracksound {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|Tracksound&lt;br /&gt;
|A sound asset that is referenced by track or bogeys to play a different sound from the default track/train sound (for example when a train travels over a bridge or through a tunnel).&lt;br /&gt;
|-&lt;br /&gt;
|trainbrakepipe &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|trainbrakepipe &lt;br /&gt;
|?&lt;br /&gt;
|volume {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|trainbrakepipe_reservoir &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|trainbrakepipe_start &lt;br /&gt;
|?&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|trainbrakepipevent &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|trainz-build&lt;br /&gt;
|build code&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|The Trainz build is the version number for which this asset was created.&lt;br /&gt;
|-&lt;br /&gt;
|trigger&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|trackside&lt;br /&gt;
|Specifies that the object is a trigger.&lt;br /&gt;
|-&lt;br /&gt;
|trigger&lt;br /&gt;
|string&lt;br /&gt;
|soundscript-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|A trigger may be used in an event file (.evt) associated with an animation. It plays at selected key frames of animation as defined in the event file. Sound files may triggered in this manner, and from scripting. Used in the mojunction example (switch lever) the “toggle” action is automatically triggered when the lever is operated and the sound plays.&lt;br /&gt;
|-&lt;br /&gt;
|turntable {&lt;br /&gt;
|mesh-table-ID {&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|turntable&lt;br /&gt;
|Predefined submesh identifier&lt;br /&gt;
|-&lt;br /&gt;
|turntable {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Predefined submesh identifier. &lt;br /&gt;
|-&lt;br /&gt;
|two-part&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|hornsound&lt;br /&gt;
|Indicates that the Railyard and Driver hornsounds are different. The Driver hornsound is looping. If this tag is not present, the hornsound defauts to UTC equivalent non-looping format.&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|Specify a type for the model that will be used in the Surveyor menu drop down menu for Track or Object type.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ua-vz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|uncached_alphas&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|This is used in certain situations to improve alpha sorting. This should only be set to 1 for tracks that use an alpha texture and are always placed flat &lt;br /&gt;
|-&lt;br /&gt;
|unit_mesh&lt;br /&gt;
|folder&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|For mesh-reducing track, the filename of the long mesh, which must be placed in a subdirectory of the same name as the mesh. Only the file name is entered, not the directory name nor the file extension. For example, the full pathname and extension is “rockwall/rockwall.im”. Enter only “rockwall” in the text input box.&lt;br /&gt;
|-&lt;br /&gt;
|upright&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Specifies whether the bridge “legs” point vertically, or perpendicular to the spline.&lt;br /&gt;
|-&lt;br /&gt;
|useadjoiningtracktype&lt;br /&gt;
|boolean&lt;br /&gt;
|attached-track-ID {&lt;br /&gt;
|scenery with track&lt;br /&gt;
|Indicates whether the track type should change to match that of the first track joined to the object.&lt;br /&gt;
|-&lt;br /&gt;
|use-gradient-track&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|scenery&lt;br /&gt;
|This means to use the spline gradient rather than following the ground height.&lt;br /&gt;
|-&lt;br /&gt;
|use-parent-bounds&lt;br /&gt;
|boolean&lt;br /&gt;
|mesh-table {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Specifies that the mesh should use the bounds of the parent object for visibility culling. Use with caution.&lt;br /&gt;
|-&lt;br /&gt;
|username&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|The human-readable English name of this asset.&lt;br /&gt;
|-&lt;br /&gt;
|username-##&lt;br /&gt;
|string&lt;br /&gt;
|config.txt&lt;br /&gt;
|general&lt;br /&gt;
|The human-readable translated name of this asset.&lt;br /&gt;
|-&lt;br /&gt;
|vacuumbrakecylinder &lt;br /&gt;
|?&lt;br /&gt;
|volume {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|vacuumbrakecylinder_start &lt;br /&gt;
|?&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|vacuumbrakecylinder_vacuumbrakepipe &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|vacuumbrakepipe&lt;br /&gt;
|?&lt;br /&gt;
|volume {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|vacuumbrakepipe &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|vacuumbrakepipe_start &lt;br /&gt;
|?&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|vacuumbrakepipereleasevent &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|vacuumbrakepipevent &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|vacuumbrakereservoir &lt;br /&gt;
|?&lt;br /&gt;
|volume {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|vacuumbrakereservoir_start &lt;br /&gt;
|?&lt;br /&gt;
|pressure {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|vacuumbrakereservoir_vacuumbrakepipe &lt;br /&gt;
|?&lt;br /&gt;
|flowsize {&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|value-range&lt;br /&gt;
|min,max time of day&lt;br /&gt;
|soundscript-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|2 numbers, currently used only for day/night sound effects. Midnight is 0.5, midday = 0.0 or 1.0 Where the numbers are not the same, this sets the start and end times for the sound to play.  Default 0,0 (off)&lt;br /&gt;
|-&lt;br /&gt;
|vehicle&lt;br /&gt;
|kuid&lt;br /&gt;
|consists-vehicle-ID {&lt;br /&gt;
|industry&lt;br /&gt;
|The kuid of the vehicle to be used.&lt;br /&gt;
|-&lt;br /&gt;
|velocity&lt;br /&gt;
|float&lt;br /&gt;
|smoke# {&lt;br /&gt;
|smoke block&lt;br /&gt;
|The initial speed of emitted smoke particles. Default is 1.&lt;br /&gt;
|-&lt;br /&gt;
|vertices {&lt;br /&gt;
|subcontainer&lt;br /&gt;
|attached-track-ID {&lt;br /&gt;
|scenery with track&lt;br /&gt;
|Attachment points at which to place track.&lt;br /&gt;
|-&lt;br /&gt;
|visible-on-minimap&lt;br /&gt;
|boolean&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Specifies whether the object\track is displayed on the minimap.&lt;br /&gt;
|-&lt;br /&gt;
|volume&lt;br /&gt;
|0..1&lt;br /&gt;
|soundscript-ID {&lt;br /&gt;
|mesh object&lt;br /&gt;
|Gain of the sound Default 1.0 = 100%&lt;br /&gt;
|-&lt;br /&gt;
|volume {&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|engine&lt;br /&gt;
|?&lt;br /&gt;
|}&lt;br /&gt;
==wa-zz==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=15%|Tag or Container&lt;br /&gt;
|width=15%|Data Type&lt;br /&gt;
|width=15%|Parent&lt;br /&gt;
|width=15%|Applies to&lt;br /&gt;
|width=40%|Description&lt;br /&gt;
|-&lt;br /&gt;
|water&lt;br /&gt;
|kuid&lt;br /&gt;
|config.txt&lt;br /&gt;
|map&lt;br /&gt;
|Undocumented&lt;br /&gt;
|-&lt;br /&gt;
|watercolor&lt;br /&gt;
|rgb value&lt;br /&gt;
|config.txt&lt;br /&gt;
|region&lt;br /&gt;
|RGB color value of the water for the region.&lt;br /&gt;
|-&lt;br /&gt;
|water-injector-rate&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|wave-shift&lt;br /&gt;
|?&lt;br /&gt;
|effects-ID {&lt;br /&gt;
|corona effect&lt;br /&gt;
|Affects the flashing intensity pattren on the corona.&lt;br /&gt;
|-&lt;br /&gt;
|weather&lt;br /&gt;
|0..7&lt;br /&gt;
|driver-settings {&lt;br /&gt;
|activity&lt;br /&gt;
|Weather setting. (clear, cloudy, drizzle, rain, stormy, light snow, medium snow, heavy snow)&lt;br /&gt;
|-&lt;br /&gt;
|westinghouse-volume&lt;br /&gt;
|?&lt;br /&gt;
|steam {&lt;br /&gt;
|steam-engine&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|width&lt;br /&gt;
|float metres&lt;br /&gt;
|config.txt&lt;br /&gt;
|splines&lt;br /&gt;
|Width of track mesh in meters.&lt;br /&gt;
|-&lt;br /&gt;
|width&lt;br /&gt;
|integer&lt;br /&gt;
|thumbnails-ID {&lt;br /&gt;
|all&lt;br /&gt;
|Image width&lt;br /&gt;
|-&lt;br /&gt;
|workingscale&lt;br /&gt;
|?&lt;br /&gt;
|config.txt&lt;br /&gt;
|map&lt;br /&gt;
|Undocumented&lt;br /&gt;
|-&lt;br /&gt;
|workingunits&lt;br /&gt;
|?&lt;br /&gt;
|config.txt&lt;br /&gt;
|map&lt;br /&gt;
|Undocumented&lt;br /&gt;
|-&lt;br /&gt;
|[[&amp;quot;world-origin&amp;quot; container|world-origin]]&lt;br /&gt;
|container&lt;br /&gt;
|config.txt&lt;br /&gt;
|map&lt;br /&gt;
|Undocumented,&amp;lt;br/&amp;gt;latitude, longitude, and altitude&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
 &lt;br /&gt;
;TBDL - should have something here about things discarded, moved and used differently version to version.&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
{{ORP-bot}}&amp;lt;div&amp;gt; {{FUN-bot}}&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:Content_Manager:Download_Station_And_Downloading&amp;diff=29080</id>
		<title>Help:Content Manager:Download Station And Downloading</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:Content_Manager:Download_Station_And_Downloading&amp;diff=29080"/>
		<updated>2021-03-30T14:36:49Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* First Class Tickets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Download Station provides access to many thousands of new assets for Trainz. For TRS2019, we recommend using Content Manager to search the Download Station, and then download content from the Download Station.&lt;br /&gt;
&lt;br /&gt;
[[File:content-manager-download-station.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
==Searching for Content==&lt;br /&gt;
Searching for content on the Download Station is performed using a combination of the filters system (starting with the predefined Download Station filter), and the if desired the &#039;search&#039; box at the top right.&lt;br /&gt;
&lt;br /&gt;
As an example, we will look for Victorian Railways rolling stock on the Download Station.&lt;br /&gt;
&lt;br /&gt;
# Click on the [[Help:ContentManager:Getting_Started#Predefined_Filters|Predefined Filters]] drop down&lt;br /&gt;
# Click on the &#039;Download Station&#039; option in the list. This will then display every available asset on the Download Station.&lt;br /&gt;
# Click on the grey arrow to the right of &#039;Filters:&#039; to open the [[Help:ContentManager:Getting_Started#The_Filters_Tool|Filters Tool]]&lt;br /&gt;
# Click on the &#039;+&#039; button at the right hand end of the current filter to add a new filter&lt;br /&gt;
# Click on the left hand drop down box of the new filter, and set it to &#039;category&#039;&lt;br /&gt;
# Click on the right hand drop down box of the new filter, and set it to &#039;rolling stock&#039;&lt;br /&gt;
# Add another filter, and set the left hand box to &#039;name&#039;, then enter VR into the right hand box&lt;br /&gt;
&lt;br /&gt;
You will then see all &#039;rolling stock&#039; assets with &#039;VR&#039; in the name listed. You can add further filters if required to help filter this list some more.&lt;br /&gt;
&lt;br /&gt;
==Downloading Content==&lt;br /&gt;
When you find an asset to download, left click on it to select it, then right click and click on Download.&lt;br /&gt;
&lt;br /&gt;
You can also find the &#039;Download&#039; option under the Content menu at the top of the Content Manager window.&lt;br /&gt;
&lt;br /&gt;
You can download multiple assets by holding the CTRL key, then left clicking on each asset in the Asset List, then right click and click on Download (or open the Content Menu and click on Download).&lt;br /&gt;
&lt;br /&gt;
If you have a active First Class Ticket, you can also have multiple download windows open at the same time.&lt;br /&gt;
&lt;br /&gt;
==First Class Tickets==&lt;br /&gt;
First Class Tickets provide access to the First Class Download Station server, which provides unlimited daily access at higher speeds with a guaranteed connection. First Class Ticket subscriptions can be purchased from the [[https://store.trainzportal.com/products/first-class-ticket/ Trainz Store]]&lt;br /&gt;
&lt;br /&gt;
If you do not have an active First Class Ticket, then you will still be able to access the Download Station. However you will be limited to a slower download speed (approximately 5KB/s currently), with a 100MB/day download limit. If there are a large number of people downloading at the same time, you may get an &amp;quot;Unable to download...Too many connections&amp;quot; message. Simply retry at a later time or purchase a First Class Ticket for guaranteed access.&lt;br /&gt;
&lt;br /&gt;
==Video Guide==&lt;br /&gt;
You can also find a Video Guide for downloading content with Trainz Content on the N3V Games YouTube channel.&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/mTzyx9Kx7Ug Link to Video]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return To: [[Help:Content_Manager|Content Manager Help]]&lt;br /&gt;
&lt;br /&gt;
[[Category:TRS19]][[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:TRS19_Trainz_Settings&amp;diff=28375</id>
		<title>Help:TRS19 Trainz Settings</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:TRS19_Trainz_Settings&amp;diff=28375"/>
		<updated>2021-02-22T21:58:29Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Internet Tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Trainz Settings window provides access to a range of settings for Trainz, including performance settings, the location of your LocalData folder, and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Tab==&lt;br /&gt;
The General Tab provides access to screen resolution and other general options of Trainz.&lt;br /&gt;
&lt;br /&gt;
[[File:2018-06-13 122616.png|270px]]&lt;br /&gt;
&lt;br /&gt;
===Display Selection===&lt;br /&gt;
The Display Selection box provides an option for you to select which display (screen) to use. If you only have one display, then only one option will be available.&lt;br /&gt;
&lt;br /&gt;
===Full Screen===&lt;br /&gt;
The Full Screen option allows you to force Trainz to run in Full Screen mode with no borders. This will run at the [[#Display Resolution|Display Resolution]] selected. You can also toggle full screen whilst running Trainz by pressing ALT + Enter on your keyboard.&lt;br /&gt;
&lt;br /&gt;
When not in full screen, Trainz will run in a window which you can adjust by dragging the edges or corners to the size you want. This will automatically adjust the resolution to match.&lt;br /&gt;
&lt;br /&gt;
===Display Resolution===&lt;br /&gt;
The Display Resolution option can only be changed when the [[#Full Screen|Full Screen]] option is enabled.&lt;br /&gt;
&lt;br /&gt;
This option allows you to set the display resolution of Trainz when running in full screen mode, including when toggled with the ALT + Enter keyboard command.&lt;br /&gt;
&lt;br /&gt;
===Vertical Sync===&lt;br /&gt;
The Vertical Sync option is used to help with smoothness when running Trainz, particularly at lower frame rates.&lt;br /&gt;
&lt;br /&gt;
====Full====&lt;br /&gt;
At full, whenever the frame rate drops below 60frames per second (FPS) there will be a &#039;skip&#039; in smoothness. If the frame rate is consistently below 60 then there will be regular skipping of frames. If you see frame rates above 60FPS, but still inconsistent then this option will help make Trainz run smoother.&lt;br /&gt;
&lt;br /&gt;
====Half====&lt;br /&gt;
The default setting is Half. This forces the maximum number of frames to be 30FPS at all times. This allows a much smoother frame rate if your computer runs below 60FPS and above 30FPS. If you see frame rates below 30FPS then you may still see skips.&lt;br /&gt;
&lt;br /&gt;
====None====&lt;br /&gt;
Setting Vertical Sync to &#039;None&#039; will turn Vertical Sync off completely. In this case there will be no capping of the framerate, and as such it may vary a lot which may cause stuttering. On very high performance hardware you may wish to try running with Vertical Sync off.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
This options allows you to change the language that TRS2019 displays.&lt;br /&gt;
&lt;br /&gt;
===Compatibility Mode===&lt;br /&gt;
This option allows you to select &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;compatibility mode for &amp;lt;u&amp;gt;scripts&amp;lt;/u&amp;gt; in Trainz&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.&lt;br /&gt;
*This currently defaults to &#039;Maximize Compatibility&#039; and should remain so, unless you&#039;re developing scripts for routes and sessions made in TRS2019.&lt;br /&gt;
*Developers may wish to try running in &#039;stream objects&#039; or &#039;maximize performance&#039; mods to test for script performance changes.&lt;br /&gt;
**Running one of the other options may cause older scripts to not function, objects to not work properly or not render at all in game. &lt;br /&gt;
**This &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;developer tool&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; should not be interpreted to be a performance tool similar to a GFX card setting for &amp;quot;best quality \ best performance&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Manage content as thumbnails===&lt;br /&gt;
This option allows you to set Trainz Content to display all content as thumbnails, rather than as a list.&lt;br /&gt;
&lt;br /&gt;
===Enable game controller support===&lt;br /&gt;
This option enables support for game controllers, such as the Rail Driver controller. See the [[Help:TANE_Raildriver|Rail Driver]] page for further information on setting up a RailDriver controller with Trainz.&lt;br /&gt;
&lt;br /&gt;
== Install Tab ==&lt;br /&gt;
The install tab provides access to change the LocalData folder, and to check for updates for Trainz.&lt;br /&gt;
&lt;br /&gt;
[[File:2018-06-13 122628.png|270px]]&lt;br /&gt;
&lt;br /&gt;
===Local Data folder===&lt;br /&gt;
Your LocalData folder contains all of your downloaded/installed content, as well as your settings for Trainz. This will default to the AppData on C:\ drive (for Windows), or the Library directory on the main drive (OSx/Mac). If you have limited space on your main drive then it may be ideal to move it to another drive.&lt;br /&gt;
&lt;br /&gt;
You can specify an alternate location for storing content by pressing the &#039;...&#039; button. To avoid dataloss if you have already created or downloaded content, please see [[Help:Moving_Content|Moving Content]] for information on moving your existing LocalData.&lt;br /&gt;
&lt;br /&gt;
===Check for Trainz updates...===&lt;br /&gt;
This option will check for any available updates for Trainz.&lt;br /&gt;
&lt;br /&gt;
===Change Trainz update stream===&lt;br /&gt;
This option will allow you to change the update stream for Trainz, such as to access a public beta test.&lt;br /&gt;
&lt;br /&gt;
==Performance Tab==&lt;br /&gt;
The Performance tab provides many options that adjust the graphics in Trainz, which in turn allow you to tune the look and performance of Trainz. Please note, many of these options require you to restart Trainz (close all windows, including the launcher window, then re-open Trainz) to take effect. The higher the setting, the greater the detail but also the greater the impact it will have on performance, depending on your hardware. These settings are also adjusted by the [[Help:Performance_Configurator|Performance Configurator]].&lt;br /&gt;
&lt;br /&gt;
[[File:2018-06-13 122553.png|270px]]&lt;br /&gt;
&lt;br /&gt;
Please see the [[Help:Video_Settings|Video Settings]] page for information on each of these settings, and how to tune these settings for different hardware configurations.&lt;br /&gt;
&lt;br /&gt;
== MyTrainz Tab==&lt;br /&gt;
The MyTrainz tab (formerly the &amp;quot;Internet&amp;quot; tab) allows you to view and set your MyTrainz account details, and view your First Class Ticket status.&lt;br /&gt;
&lt;br /&gt;
[[File:2018-06-13 122607.png|270px]]&lt;br /&gt;
&lt;br /&gt;
===MyTrainz account===&lt;br /&gt;
Your MyTrainz account is the account registered on the Trainz Store, Trainz Portal, or Auran.com websites. If you do not yet have one, then click on the Create Account button to create a new account.&lt;br /&gt;
&lt;br /&gt;
This account provides access to all of the online features in Trainz, including the Download Station!&lt;br /&gt;
&lt;br /&gt;
Once created, enter your username and password into the boxes provided and then press enter to allow Trainz to log in. Please Note, your username and password are case sensitive. For Trainz Store purchases, Trainz will be automatically registered to the username it was purchased through.&lt;br /&gt;
&lt;br /&gt;
For Steam and Mac AppStore purchases, Trainz is registered to your account when it first logs into the first MyTrainz account entered into the settings.&lt;br /&gt;
&lt;br /&gt;
You can only register Trainz to one MyTrainz account. Your registration is not transferable to another account.&lt;br /&gt;
&lt;br /&gt;
===First Class Ticket Status===&lt;br /&gt;
Your First Class Ticket status is shown here. First Class Tickets provide access to the First Class server on the Download Station to download new content for Trainz at faster speeds, without any daily download limits and provides priority download access over the free server. You only need one First Class Ticket per account, it will then be available to all versions registered to that account.&lt;br /&gt;
&lt;br /&gt;
==Dev Tab==&lt;br /&gt;
The Dev tab provides a range of displays and settings intended for content developers.&lt;br /&gt;
&lt;br /&gt;
[[File:2018-06-13 122612.png|270px]]&lt;br /&gt;
&lt;br /&gt;
===UserID===&lt;br /&gt;
This is the UserID number for your account. This number is the first number used in the asset id/kuid number of any content that you create.&lt;br /&gt;
&lt;br /&gt;
===Daily backups to keep===&lt;br /&gt;
When content is removed by Trainz, either by you or during part of a database update or rebuild (ie the content is damaged, or there is another item with the same AssetID installed), it will be moved to the Backups folder of your LocalData.&lt;br /&gt;
&lt;br /&gt;
This option allows you to set how many days worth of backups will be kept. Currently defaults to 1. Please note, these backups may not always be usable, and are intended for advanced users only. We recommend keeping manual backups of content yourself. See [[Help:Backing_Up_Content|Backing Up Content]] for instructions on this.&lt;br /&gt;
&lt;br /&gt;
===Time Scaling===&lt;br /&gt;
This allows you to speed up Trainz, such as to allow you to run through sessions much quicker to allow you to debug a session easily.&lt;br /&gt;
&lt;br /&gt;
===Debug render===&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
===Enable advanced debug tools===&lt;br /&gt;
This option allows you to enable advanced debug tools, such as script debug tools and Post Processing tools.&lt;br /&gt;
&lt;br /&gt;
===Show Script Exception Notifications===&lt;br /&gt;
This allows you to enable the script exception notifications in Trainz. These indicate issues/errors with scripts in Trainz, and are useful for debugging scripted functions (ie driver commands, custom scripts for trains, etc) that may not be working as expected.&lt;br /&gt;
&lt;br /&gt;
Script exceptions will appear in Trainz as a red &#039;bug&#039; icon at the bottom right. Click on this to view the script exceptions that have appeared up to that point in the session. If none have appeared, the red bug icon will not appear.&lt;br /&gt;
&lt;br /&gt;
===Log script output===&lt;br /&gt;
This will allow the script output to be placed into the Logs. You can view the logs by clicking on &#039;Developer&#039;, then click on &#039;Show Logs&#039;. You may wish to &#039;Clear Logs&#039; first to start with a clean display.&lt;br /&gt;
&lt;br /&gt;
===Log script message handling===&lt;br /&gt;
This option will allow the logging of script message handling in Trainz.&lt;br /&gt;
&lt;br /&gt;
Return to [[TRS19 | TRS19 Home Page]] - [[Help:TRS19_Launcher|TRS2019 Launcher]] - [[Help:TRS19|TRS19 Help]]&lt;br /&gt;
[[Category:TRS19]][[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=%22Smoke%22_container&amp;diff=24550</id>
		<title>&quot;Smoke&quot; container</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=%22Smoke%22_container&amp;diff=24550"/>
		<updated>2020-10-14T14:24:04Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* dampening */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A smoke container is effectively a PFX (particle effects) emitter that defines smoke and similar effects produced by assets. Smoke tags take the form smokeX where X is a number. There is no maximum number of smoke tags but they must be numbered sequentially (i.e. smoke0,smoke1,smoke2,etc). Smoke blocks have two sections: main and sequence properties. Main properties describe the attributes that stay the same for the life of the emitter. Sequence properties describe a set of one or more phases/periods in the smoke emission sequence.&lt;br /&gt;
&lt;br /&gt;
==Supported Tags==&lt;br /&gt;
Each smoke container supports the following tags. Each tag is shown here with its default value. &lt;br /&gt;
&lt;br /&gt;
  texture              &amp;lt;KUID:-1:6329&amp;gt;&lt;br /&gt;
  file                  &amp;quot;&amp;quot;&lt;br /&gt;
  attachment            &amp;quot;&amp;quot;&lt;br /&gt;
  mode                  &amp;quot;time&amp;quot;&lt;br /&gt;
  accel                 0,0,0&lt;br /&gt;
  conesize              0.2,0.2,1&lt;br /&gt;
  direction             0,0,1&lt;br /&gt;
  enable-steam-physics  0&lt;br /&gt;
  enabled               1&lt;br /&gt;
  faces                 &amp;quot;camera&amp;quot;&lt;br /&gt;
  inherit-Velocity       0&lt;br /&gt;
  loop                  -1&lt;br /&gt;
  loopdelay             0&lt;br /&gt;
  loop-amount           0&lt;br /&gt;
  minrate               0&lt;br /&gt;
  maxrate               20&lt;br /&gt;
  maxspeedkph           0&lt;br /&gt;
  start                 0&lt;br /&gt;
  period                -1&lt;br /&gt;
  color                 255,255,255,255&lt;br /&gt;
  endcolor              255,255,255,255&lt;br /&gt;
  rate                  4&lt;br /&gt;
  velocity              1&lt;br /&gt;
  lifetime              3&lt;br /&gt;
  minsize               0&lt;br /&gt;
  maxsize               3&lt;br /&gt;
  mass                  1&lt;br /&gt;
  mass-scale            .5&lt;br /&gt;
  drag                  .36&lt;br /&gt;
  spring                .17&lt;br /&gt;
  dampening             .02&lt;br /&gt;
  physics-delay         0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Main Properties===&lt;br /&gt;
====accel====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Default: 0,0,0&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Sets the acceleration conditions for the smoke particles. First value is gravity, second is (optional) wind effect. Default is 0,0. A third (deprecated) form exists with three parameters - this uses the first two values to calculate the wind effect and the third as gravity.&lt;br /&gt;
====attachment====&lt;br /&gt;
:Type: String&lt;br /&gt;
:Default: &amp;quot;&amp;quot;&lt;br /&gt;
:Compulsory: Yes (3.4)&lt;br /&gt;
:Desc: The name of the attachment point at which to generate the PFX. Attachment points are specified in the mesh file during creation.&lt;br /&gt;
====conesize====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Default: 0.2,0.2,1&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Specifies the cone in which the particles are emitted. When a particle is created it will be given an initial velocity vector with its direction being a random vector in this cone and its speed being taken from the &#039;velocity&#039; tag. The cone tag is a decimal list of 1, 2 or 3 values (in meters). The first two values specify the width and depth (x and y) of the cone, and the third value specifies it&#039;s height. If the height isn&#039;t provided a value of 1 will be used, if only one value is provided it will be used for both the width and height. The default value if the tag isn&#039;t provided at all is (0.2,0.2,1.0).&lt;br /&gt;
====direction====&lt;br /&gt;
:Type: 3D Vector (x,y,z)&lt;br /&gt;
:Default: 0,0,1&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Sets the direction the particle emitter is facing. The direction will default to (0,0,1) if not supplied (straight up).&lt;br /&gt;
====enable-steam-physics====&lt;br /&gt;
:Type: Boolean&lt;br /&gt;
:Default: 0 (false)&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Enables some of the more advanced smoke/steam related particle physics (drag, spring &amp;amp; dampening).&lt;br /&gt;
====enabled====&lt;br /&gt;
:Type: Boolean&lt;br /&gt;
:Default: 1 (true)&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Sets whether the particle emitter is enabled.&lt;br /&gt;
====faces====&lt;br /&gt;
:Type: String&lt;br /&gt;
:Default: &amp;quot;camera&amp;quot;&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Sets the direction the particle faces. Can be one of the following values:&lt;br /&gt;
:*&#039;&#039;&#039;camera&#039;&#039;&#039; - The particles are drawn so that they always face the camera (Default)&lt;br /&gt;
:*&#039;&#039;&#039;motion&#039;&#039;&#039; - The particles are drawn so that they face the direction they are travelling.&lt;br /&gt;
:*&#039;&#039;&#039;down&#039;&#039;&#039; - The particles are drawn facing down.&lt;br /&gt;
====file====&lt;br /&gt;
:Type: String (filename of effect)&lt;br /&gt;
:Default: &amp;quot;&amp;quot;&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Specifies that the particle emitter settings should be read in from a file generated by the Twinkles PFX tool.&lt;br /&gt;
====inherit-velocity====&lt;br /&gt;
:Type: Boolean&lt;br /&gt;
:Default: 0&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Causes particles to inherit the velocity of the emitter, default is off.&lt;br /&gt;
====loop====&lt;br /&gt;
:Type: Decimal&lt;br /&gt;
:Default: -1&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Sets the time, in seconds, after which to loop the smoke sequence. Valid only for modes &#039;time&#039; and &#039;anim2&#039;. Can be set to -1 to imply that it loops after the length of the sequence, this is the default behaviour.&lt;br /&gt;
====loopdelay====&lt;br /&gt;
:Type: Decimal&lt;br /&gt;
:Default: 0&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Specifies the delay, in seconds, until the sequence loops again.&lt;br /&gt;
====loop-amount====&lt;br /&gt;
:Type: Integer&lt;br /&gt;
:Default: 0&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Sets the number of times the sequence should loop.&lt;br /&gt;
&lt;br /&gt;
====maxrate====&lt;br /&gt;
:Type: Integer&lt;br /&gt;
:Default: 20&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Sets the maximum particle emission rate for the entire sequence. &lt;br /&gt;
&lt;br /&gt;
====maxspeedkph====&lt;br /&gt;
:Type: Decimal&lt;br /&gt;
:Default: 0&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: For cone emitters, this will set the maximum speed of the particles, in kph.&lt;br /&gt;
====minrate====&lt;br /&gt;
:Type: Integer&lt;br /&gt;
:Default: 0&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Sets the minimum particle emission rate for the entire sequence. Defaults to 0.&lt;br /&gt;
====mode====&lt;br /&gt;
:Type: String&lt;br /&gt;
:Default: &amp;quot;time&amp;quot;&lt;br /&gt;
:Compulsory: Yes (3.4)&lt;br /&gt;
:Desc: The PFX emitter mode. Smoke effects can contain a number of cycled &#039;phases&#039;, the mode defines how the &#039;start&#039; and &#039;period&#039; tags are interpreted to control the progression between each smoke phase. Mode must be one of the following values (defaults to &amp;quot;time&amp;quot; if not specified).&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Mode Value!!Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 20%;&amp;quot;|&#039;&#039;&#039;time&#039;&#039;&#039;||&#039;start&#039; is a list of time values (in seconds) after the creation of the parent object when the next phase of the effect will start, &#039;period&#039; is the duration of time the phase will remain active.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;timeofday&#039;&#039;&#039;||&#039;start&#039; is the time of day to start the next phase. The time of day is specified as a decimal from 0 to 1, where 0 is 0:00.00 AM and 1 is 12:59.59 PM.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;anim&#039;&#039;&#039;||&#039;start&#039; specifies a time in the assets animation cycle to start the next phase. &#039;period&#039; is the time over which the phase is active. The time in the anim cycle is specified as a decimal between 0 and 1. &#039;start&#039; + &#039;period&#039; must not exceed 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;anim2&#039;&#039;&#039;||Same as &#039;anim&#039; with some additional tags (interpolate, loop, loopdelay)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;speed&#039;&#039;&#039;||&#039;start&#039; is a speed, in meters per second, to start the next phase. &#039;period&#039; is not used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;custom&#039;&#039;&#039;||UNKNOWN&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;cyldrainl&#039;&#039;&#039;||Toggled on and off by the Draincock command. The significance of &amp;quot;l&amp;quot; vs &amp;quot;r&amp;quot; is unknown.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;cyldrainr&#039;&#039;&#039;||Toggled on and off by the Draincock command. The significance of &amp;quot;l&amp;quot; vs &amp;quot;r&amp;quot; is unknown.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;stack&#039;&#039;&#039;||Synchronized to the drivers and is meant for a steam locomotive&#039;s smoke stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;whistle&#039;&#039;&#039;||Turns on and off when the whistle is turned on and off.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;generator&#039;&#039;&#039;||UNKNOWN&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lowpressurevalve&#039;&#039;&#039;||Turns on when the boiler pressure exceeds the low pressure safety valve&#039;s setting (defined in enginespec). (?)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;highpressurevalve&#039;&#039;&#039;||Turns on when the boiler pressure exceeds the high pressure safety valve&#039;s setting (defined in enginespec). (?)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;blow0&#039;&#039;&#039;||UNKNOWN (blowdown?)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;blow1&#039;&#039;&#039;||UNKNOWN (blowdown?)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;fire-temperature&#039;&#039;&#039;||UNKNOWN&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;boiler-temperature&#039;&#039;&#039;||UNKNOWN&lt;br /&gt;
|}&lt;br /&gt;
:Only the &#039;time&#039; and &#039;timeofday&#039; modes are valid for scenery objects, other modes are intended for use with assets such as locomotives.&lt;br /&gt;
====texture====&lt;br /&gt;
:Type: KUID&lt;br /&gt;
:Default: &amp;lt;kuid:-1:6329&amp;gt;&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Sets the kuid of the texture to use for the particles, defaults to &amp;lt;KUID:-1:6329&amp;gt; (Steam).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sequence Properties===&lt;br /&gt;
Per-phase tags are specified as value lists. If a list is included and if it is applicable to the mode then the number of items in the list must be the same as the number of phases (ie: the number of items in the &#039;start&#039; list).&lt;br /&gt;
&lt;br /&gt;
====color====&lt;br /&gt;
:Type: Color List (RGBA, 0 to 255)&lt;br /&gt;
:Default: 255,255,255,255 (if not compulsory)&lt;br /&gt;
:Compulsory: Yes (3.4)&lt;br /&gt;
:Desc: Specifies the initial color of the PFX texture. From build 2.9, failing to include a color tag will create a validation warning or error.  Note: This is a per-phase tag so the number of (4-element) colors should match the number of phases. However, it is also valid to provide a single color to be used for all phases.&lt;br /&gt;
&lt;br /&gt;
====dampening====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Default: 0.02&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: The spring damping constant for particles created in this phase. The spring damping constant affects the &#039;stability&#039; of the link between individual particles (see &#039;spring&#039;). Requires the &#039;enable-steam-physics&#039; tag. Defaults to 0.02.&lt;br /&gt;
&lt;br /&gt;
====drag====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Default: 0.36&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: The drag constant for the particle created in this phase. This specifes the resistance against the particles ability to move freely through the air. If not specified the drag constant will default to 0.36, increasing the value will cause particles to be more strongly affected by wind. Requires the &#039;enable-steam-physics&#039; tag.&lt;br /&gt;
====endcolor====&lt;br /&gt;
:Type: Color List (RGBA, 0 to 255)&lt;br /&gt;
:Default: 255,255,255,255 (white, opaque)&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Specifies the ending color of the PFX texture.  Note: This is a per-phase tag so the number of (4-element) colors should match the number of phases. However, it is also valid to provide a single color to be used for all phases.&lt;br /&gt;
&lt;br /&gt;
====lifetime====&lt;br /&gt;
:Type: Float list&lt;br /&gt;
:Default: 3&lt;br /&gt;
:Compulsory: Yes (3.4)&lt;br /&gt;
:Desc: Specifies the time, in seconds, that the particles exist for in this phase (defaults to 2).&lt;br /&gt;
====mass====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Default: 1&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: The initial mass, in kilograms, of the particles created in this phase..&lt;br /&gt;
====mass-scale====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Default: 0.5&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: The percentage of mass lost over the particles life time for this phase. This allows particles to become lighter as they dissipate into the air. The value is specified as a percentage where 1 is 100% and will default to 0.5 (50%).&lt;br /&gt;
====maxsize====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Default: 3&lt;br /&gt;
:Compulsory: Yes (3.4)&lt;br /&gt;
:Desc: Specifies the ending size of the particles created in this phase.  Note: This is a per-phase tag so the number of list items should match the number of phases. However, it is also valid to provide a single value to be used for all phases.  (TBD - Units?),&lt;br /&gt;
&lt;br /&gt;
====minsize====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Default: 0&lt;br /&gt;
:Compulsory: Yes (3.4) &lt;br /&gt;
:Desc: Specifies the starting size of the particles created in this phase.  Note: This is a per-phase tag so the number of list items should match the number of phases. However, it is also valid to provide a single value to be used for all phases.  (TBD - Units?),&lt;br /&gt;
&lt;br /&gt;
====period====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Default: -1&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Specifies the duration of this phase, &#039;period&#039; behaves differently depending on &#039;mode&#039; and is not always used (see mode for details). Period can be set to -1 to imply that the phase is active until the next phase begins or the last phase ends: this is the default behaviour. (Note: only mode &amp;quot;time&amp;quot; valid?) (Note: Current validation does not check the count of items in the period list?)&lt;br /&gt;
&lt;br /&gt;
To produce continuous smoke with a scenery item use a mode of &#039;time&#039; and a period of -1.&lt;br /&gt;
&lt;br /&gt;
====physics-delay====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Default: 0&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Delay, in seconds, before particles are affected by world physics.&lt;br /&gt;
====rate====&lt;br /&gt;
:Type: Integer List&lt;br /&gt;
:Default: 4&lt;br /&gt;
:Compulsory: Yes (3.4)&lt;br /&gt;
:Desc: Specifies the rate of particle emission in each phase. For most modes this is set to the number of particles to emit per second, for &#039;anim&#039; and &#039;anim2&#039; however this is the number of particles to emit over the animation period. The default rate is 4. See also &#039;minrate&#039; and &#039;maxrate&#039;.&lt;br /&gt;
====spring====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Default: 0.17&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: The spring constant for particles created in this phase. The spring constant specifies how the strong the link is between individual particles. By default the spring constant is 0.17 if not specified, increasing the value will cause the particles to be more rigidly linked to each others movement. Requires the &#039;enable-steam-physics&#039; tag.&lt;br /&gt;
====start====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Default: 0&lt;br /&gt;
:Compulsory: No&lt;br /&gt;
:Desc: Specifies when to start this phase, &#039;start&#039; behaves differently depending on &#039;mode&#039; (see mode for details). Start will default to a single item with a value of 0. The number of items in this list defines the number of phases.&lt;br /&gt;
====velocity====&lt;br /&gt;
:Type: Decimal List&lt;br /&gt;
:Default: 1&lt;br /&gt;
:Compulsory: Yes (3.4)&lt;br /&gt;
:Desc: Specifies the initial speed of the emitted particles for this phase. Speed is specified in meters per second, the default value is 1m/s.&lt;br /&gt;
&lt;br /&gt;
==Example Config.txt==&lt;br /&gt;
Sample [[config.txt file]] for a scenery asset that produces smoke:&lt;br /&gt;
&lt;br /&gt;
  region Britain&lt;br /&gt;
  kind scenery&lt;br /&gt;
  type Industrial&lt;br /&gt;
  light 1&lt;br /&gt;
  smoke0&lt;br /&gt;
  {&lt;br /&gt;
    attachment a.smoke&lt;br /&gt;
    mode timeofday&lt;br /&gt;
    color 150,150,150,250&lt;br /&gt;
    accel 1,0.3,0&lt;br /&gt;
    start 0.25, 0.5&lt;br /&gt;
    period 0.25, 0.125&lt;br /&gt;
    rate 8&lt;br /&gt;
    velocity 3&lt;br /&gt;
    lifetime 5&lt;br /&gt;
    minsize 0.5&lt;br /&gt;
    maxsize 2&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
Sample [[config.txt file]] for a steam train with four smoke emitters.&lt;br /&gt;
*Dark smoke from the main chimney stack that is dependent on the trains velocity (a.smoke, Y axis pointing up),&lt;br /&gt;
*A constant steam trail from a small safety pipe on top (a.steam.safety, Y axis pointing up),&lt;br /&gt;
*2 steam trails on each side of the train that alternately expel steam keyed to the animation of the trains wheels (a.steam.l, a.steam.r, Y axis pointing outwards).&lt;br /&gt;
&lt;br /&gt;
  kind traincar&lt;br /&gt;
  bogey 0&lt;br /&gt;
  engine 1&lt;br /&gt;
  name Steam Train&lt;br /&gt;
  mass 100000&lt;br /&gt;
  enginespec &amp;lt;KUID:0:0&amp;gt;&lt;br /&gt;
  enginesound &amp;lt;KUID:0:0&amp;gt;&lt;br /&gt;
  hornsound &amp;lt;KUID:0:0&amp;gt;&lt;br /&gt;
  interior &amp;lt;KUID:0:0&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
  smoke0&lt;br /&gt;
  {&lt;br /&gt;
    attachment a.steam.l&lt;br /&gt;
    mode anim&lt;br /&gt;
    color 255,255,255,150&lt;br /&gt;
    start 0&lt;br /&gt;
    period 0.4&lt;br /&gt;
    rate 2&lt;br /&gt;
    velocity 1&lt;br /&gt;
    lifetime 2&lt;br /&gt;
    minsize 0.05&lt;br /&gt;
    maxsize 1&lt;br /&gt;
  }&lt;br /&gt;
  smoke1&lt;br /&gt;
  {&lt;br /&gt;
    attachment a.steam.r&lt;br /&gt;
    mode anim&lt;br /&gt;
    color 255,255,255,150&lt;br /&gt;
    start 0.5&lt;br /&gt;
    period 0.4&lt;br /&gt;
    rate 2&lt;br /&gt;
    velocity 1&lt;br /&gt;
    lifetime 2&lt;br /&gt;
    minsize 0.05&lt;br /&gt;
    maxsize 1&lt;br /&gt;
  }&lt;br /&gt;
  smoke2&lt;br /&gt;
  {&lt;br /&gt;
    attachment a.steam.safety&lt;br /&gt;
    mode time&lt;br /&gt;
    color 255,255,255,150&lt;br /&gt;
    rate 2&lt;br /&gt;
    velocity 1&lt;br /&gt;
    lifetime 2&lt;br /&gt;
    minsize 0.05&lt;br /&gt;
    maxsize 1&lt;br /&gt;
  }&lt;br /&gt;
  smoke3&lt;br /&gt;
  {&lt;br /&gt;
    attachment a.smoke0&lt;br /&gt;
    mode speed&lt;br /&gt;
    color 100,100,100,200&lt;br /&gt;
    start 0,10,20,30&lt;br /&gt;
    rate 3,5,7,9&lt;br /&gt;
    velocity 3,4,5,5&lt;br /&gt;
    lifetime 4,3,2.5,2&lt;br /&gt;
    minsize 0.3&lt;br /&gt;
    maxsize 2&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
[[Category:Config Container|S]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:TRS19_Trainz_Settings&amp;diff=24268</id>
		<title>Help:TRS19 Trainz Settings</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:TRS19_Trainz_Settings&amp;diff=24268"/>
		<updated>2020-09-29T14:41:24Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Compatibility Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Trainz Settings window provides access to a range of settings for Trainz, including performance settings, the location of your LocalData folder, and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Tab==&lt;br /&gt;
The General Tab provides access to screen resolution and other general options of Trainz.&lt;br /&gt;
&lt;br /&gt;
[[File:2018-06-13 122616.png|270px]]&lt;br /&gt;
&lt;br /&gt;
===Display Selection===&lt;br /&gt;
The Display Selection box provides an option for you to select which display (screen) to use. If you only have one display, then only one option will be available.&lt;br /&gt;
&lt;br /&gt;
===Full Screen===&lt;br /&gt;
The Full Screen option allows you to force Trainz to run in Full Screen mode with no borders. This will run at the [[#Display Resolution|Display Resolution]] selected. You can also toggle full screen whilst running Trainz by pressing ALT + Enter on your keyboard.&lt;br /&gt;
&lt;br /&gt;
When not in full screen, Trainz will run in a window which you can adjust by dragging the edges or corners to the size you want. This will automatically adjust the resolution to match.&lt;br /&gt;
&lt;br /&gt;
===Display Resolution===&lt;br /&gt;
The Display Resolution option can only be changed when the [[#Full Screen|Full Screen]] option is enabled.&lt;br /&gt;
&lt;br /&gt;
This option allows you to set the display resolution of Trainz when running in full screen mode, including when toggled with the ALT + Enter keyboard command.&lt;br /&gt;
&lt;br /&gt;
===Vertical Sync===&lt;br /&gt;
The Vertical Sync option is used to help with smoothness when running Trainz, particularly at lower frame rates.&lt;br /&gt;
&lt;br /&gt;
====Full====&lt;br /&gt;
At full, whenever the frame rate drops below 60frames per second (FPS) there will be a &#039;skip&#039; in smoothness. If the frame rate is consistently below 60 then there will be regular skipping of frames. If you see frame rates above 60FPS, but still inconsistent then this option will help make Trainz run smoother.&lt;br /&gt;
&lt;br /&gt;
====Half====&lt;br /&gt;
The default setting is Half. This forces the maximum number of frames to be 30FPS at all times. This allows a much smoother frame rate if your computer runs below 60FPS and above 30FPS. If you see frame rates below 30FPS then you may still see skips.&lt;br /&gt;
&lt;br /&gt;
====None====&lt;br /&gt;
Setting Vertical Sync to &#039;None&#039; will turn Vertical Sync off completely. In this case there will be no capping of the framerate, and as such it may vary a lot which may cause stuttering. On very high performance hardware you may wish to try running with Vertical Sync off.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
This options allows you to change the language that TRS2019 displays.&lt;br /&gt;
&lt;br /&gt;
===Compatibility Mode===&lt;br /&gt;
This option allows you to select &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;compatibility mode for &amp;lt;u&amp;gt;scripts&amp;lt;/u&amp;gt; in Trainz&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.&lt;br /&gt;
*This currently defaults to &#039;Maximize Compatibility&#039; and should remain so, unless you&#039;re developing scripts for routes and sessions made in TRS2019.&lt;br /&gt;
*Developers may wish to try running in &#039;stream objects&#039; or &#039;maximize performance&#039; mods to test for script performance changes.&lt;br /&gt;
**Running one of the other options may cause older scripts to not function, objects to not work properly or not render at all in game. &lt;br /&gt;
**This &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;developer tool&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; should not be interpreted to be a performance tool similar to a GFX card setting for &amp;quot;best quality \ best performance&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Manage content as thumbnails===&lt;br /&gt;
This option allows you to set Trainz Content to display all content as thumbnails, rather than as a list.&lt;br /&gt;
&lt;br /&gt;
===Enable game controller support===&lt;br /&gt;
This option enables support for game controllers, such as the Rail Driver controller. See the [[Help:TANE_Raildriver|Rail Driver]] page for further information on setting up a RailDriver controller with Trainz.&lt;br /&gt;
&lt;br /&gt;
== Install Tab ==&lt;br /&gt;
The install tab provides access to change the LocalData folder, and to check for updates for Trainz.&lt;br /&gt;
&lt;br /&gt;
[[File:2018-06-13 122628.png|270px]]&lt;br /&gt;
&lt;br /&gt;
===Local Data folder===&lt;br /&gt;
Your LocalData folder contains all of your downloaded/installed content, as well as your settings for Trainz. This will default to the AppData on C:\ drive (for Windows), or the Library directory on the main drive (OSx/Mac). If you have limited space on your main drive then it may be ideal to move it to another drive.&lt;br /&gt;
&lt;br /&gt;
You can specify an alternate location for storing content by pressing the &#039;...&#039; button. To avoid dataloss if you have already created or downloaded content, please see [[Help:Moving_Content|Moving Content]] for information on moving your existing LocalData.&lt;br /&gt;
&lt;br /&gt;
===Check for Trainz updates...===&lt;br /&gt;
This option will check for any available updates for Trainz.&lt;br /&gt;
&lt;br /&gt;
===Change Trainz update stream===&lt;br /&gt;
This option will allow you to change the update stream for Trainz, such as to access a public beta test.&lt;br /&gt;
&lt;br /&gt;
==Performance Tab==&lt;br /&gt;
The Performance tab provides many options that adjust the graphics in Trainz, which in turn allow you to tune the look and performance of Trainz. Please note, many of these options require you to restart Trainz (close all windows, including the launcher window, then re-open Trainz) to take effect. The higher the setting, the greater the detail but also the greater the impact it will have on performance, depending on your hardware. These settings are also adjusted by the [[Help:Performance_Configurator|Performance Configurator]].&lt;br /&gt;
&lt;br /&gt;
[[File:2018-06-13 122553.png|270px]]&lt;br /&gt;
&lt;br /&gt;
Please see the [[Help:Video_Settings|Video Settings]] page for information on each of these settings, and how to tune these settings for different hardware configurations.&lt;br /&gt;
&lt;br /&gt;
== Internet Tab==&lt;br /&gt;
The Internet Tab allows you to view and set your MyTrainz account details, and view your First Class Ticket status.&lt;br /&gt;
&lt;br /&gt;
[[File:2018-06-13 122607.png|270px]]&lt;br /&gt;
&lt;br /&gt;
===MyTrainz account===&lt;br /&gt;
Your MyTrainz account is the account registered on the Trainz Store, Trainz Portal, or Auran.com websites. If you do not yet have one, then click on the Create Account button to create a new account.&lt;br /&gt;
&lt;br /&gt;
This account provides access to all of the online features in Trainz, including the Download Station!&lt;br /&gt;
&lt;br /&gt;
Once created, enter your username and password into the boxes provided and then press enter to allow Trainz to log in. Please Note, your username and password are case sensitive. For Trainz Store purchases, Trainz will be automatically registered to the username it was purchased through.&lt;br /&gt;
&lt;br /&gt;
For Steam and Mac AppStore purchases, Trainz is registered to your account when it first logs into the first MyTrainz account entered into the settings.&lt;br /&gt;
&lt;br /&gt;
You can only register Trainz to one MyTrainz account. Your registration is not transferable to another account.&lt;br /&gt;
&lt;br /&gt;
===First Class Ticket Status===&lt;br /&gt;
Your First Class Ticket status is shown here. First Class Tickets provide access to the First Class server on the Download Station to download new content for Trainz at faster speeds, without any daily download limits and provides priority download access over the free server. You only need one First Class Ticket per account, it will then be available to all versions registered to that account.&lt;br /&gt;
&lt;br /&gt;
==Dev Tab==&lt;br /&gt;
The Dev tab provides a range of displays and settings intended for content developers.&lt;br /&gt;
&lt;br /&gt;
[[File:2018-06-13 122612.png|270px]]&lt;br /&gt;
&lt;br /&gt;
===UserID===&lt;br /&gt;
This is the UserID number for your account. This number is the first number used in the asset id/kuid number of any content that you create.&lt;br /&gt;
&lt;br /&gt;
===Daily backups to keep===&lt;br /&gt;
When content is removed by Trainz, either by you or during part of a database update or rebuild (ie the content is damaged, or there is another item with the same AssetID installed), it will be moved to the Backups folder of your LocalData.&lt;br /&gt;
&lt;br /&gt;
This option allows you to set how many days worth of backups will be kept. Currently defaults to 1. Please note, these backups may not always be usable, and are intended for advanced users only. We recommend keeping manual backups of content yourself. See [[Help:Backing_Up_Content|Backing Up Content]] for instructions on this.&lt;br /&gt;
&lt;br /&gt;
===Time Scaling===&lt;br /&gt;
This allows you to speed up Trainz, such as to allow you to run through sessions much quicker to allow you to debug a session easily.&lt;br /&gt;
&lt;br /&gt;
===Debug render===&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
===Enable advanced debug tools===&lt;br /&gt;
This option allows you to enable advanced debug tools, such as script debug tools and Post Processing tools.&lt;br /&gt;
&lt;br /&gt;
===Show Script Exception Notifications===&lt;br /&gt;
This allows you to enable the script exception notifications in Trainz. These indicate issues/errors with scripts in Trainz, and are useful for debugging scripted functions (ie driver commands, custom scripts for trains, etc) that may not be working as expected.&lt;br /&gt;
&lt;br /&gt;
Script exceptions will appear in Trainz as a red &#039;bug&#039; icon at the bottom right. Click on this to view the script exceptions that have appeared up to that point in the session. If none have appeared, the red bug icon will not appear.&lt;br /&gt;
&lt;br /&gt;
===Log script output===&lt;br /&gt;
This will allow the script output to be placed into the Logs. You can view the logs by clicking on &#039;Developer&#039;, then click on &#039;Show Logs&#039;. You may wish to &#039;Clear Logs&#039; first to start with a clean display.&lt;br /&gt;
&lt;br /&gt;
===Log script message handling===&lt;br /&gt;
This option will allow the logging of script message handling in Trainz.&lt;br /&gt;
&lt;br /&gt;
Return to [[TRS19 | TRS19 Home Page]] - [[Help:TRS19_Launcher|TRS2019 Launcher]] - [[Help:TRS19|TRS19 Help]]&lt;br /&gt;
[[Category:TRS19]][[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:Replacing_Missing_Assets&amp;diff=23853</id>
		<title>Help:Replacing Missing Assets</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:Replacing_Missing_Assets&amp;diff=23853"/>
		<updated>2020-08-24T15:34:20Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Locating the missing dependencies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many assets on the Download Station, and even 3rd party websites, will use only assets found on the Download Station, or that are built-in within Trainz.&lt;br /&gt;
&lt;br /&gt;
However sometimes assets used in a route may be a part of a payware DLC pack you do not own, or might be from a 3rd party website, or may no longer be available. This doesn&#039;t mean that the route won&#039;t work, but it might require a few steps to get the route fully working.&lt;br /&gt;
&lt;br /&gt;
Note, at the current time, the &amp;quot;bulk asset update/replace&amp;quot; tool does not allow replacing missing or faulty dependencies.&lt;br /&gt;
&lt;br /&gt;
==Deleting missing assets==&lt;br /&gt;
The quickest, and simplest, option is to simply delete missing assets from the route by following these steps:&lt;br /&gt;
&lt;br /&gt;
#Load the route into Surveyor using Edit Route&lt;br /&gt;
#Click on Tools Menu on the top menubar&lt;br /&gt;
#Click on &#039;Delete Missing Assets&#039;&lt;br /&gt;
#Click &amp;quot;OK&amp;quot; on the warning message&lt;br /&gt;
#Save the route under a new name&lt;br /&gt;
&lt;br /&gt;
Realize that saving the route under a new name will disconnect all existing sessions.  These sessions remain  associated with the old route name.  Each can be associated with the new route by individually editing the respective config file.&lt;br /&gt;
&lt;br /&gt;
==Locating the missing dependencies==&lt;br /&gt;
Alternatively, you can try to locate the missing dependencies. The best way to do this is to search for the missing dependency&#039;s AssetID (kuid) number. You can find this by following these steps:&lt;br /&gt;
&lt;br /&gt;
#Click on Manage Content on the launcher screen&lt;br /&gt;
#Enter the route&#039;s name into the search box at the top right&lt;br /&gt;
#Right click on the route&lt;br /&gt;
#Click on &#039;List dependencies recursively&#039;&lt;br /&gt;
#Click on the &#039;Status&#039; column to sort by status&lt;br /&gt;
#Scroll through the list until you find assets with any of the following status:&lt;br /&gt;
#*&#039;&#039;&#039;Not Installed, Payware (not active)&#039;&#039;&#039; - This indicates that you do have access to the DLC package the dependency is a part of, and the asset is not installed&lt;br /&gt;
#*&#039;&#039;&#039;Installed, Payware (not active)&#039;&#039;&#039; - This indicates that, although the asset is installed, you do have access to the DLC package the dependency is a part of. You will need to own the DLC package to be able to use this asset.&lt;br /&gt;
#*&#039;&#039;&#039;Installed, Faulty&#039;&#039;&#039; - This indicates that the asset is installed, but is faulty. &lt;br /&gt;
#**You will need to either delete the asset (then use [[#Delete_Missing_Assets|Delete Missing Assets]] to delete it from the route), or try to repair the asset.&lt;br /&gt;
#*&#039;&#039;&#039;Installed, Missing Dependencies&#039;&#039;&#039; - This indicates that the asset is installed, but has one or more dependencies that are not yet installed. &lt;br /&gt;
#**You will need to try to locate the dependencies to install them, or delete the asset and then use [[#Delete_Missing_Assets|Delete Missing Assets]] to delete it from the route&lt;br /&gt;
#*&#039;&#039;&#039;Installed, Faulty Dependencies&#039;&#039;&#039; - This indicates that the asset is installed, but has faulty dependencies. &lt;br /&gt;
#**You will need to either delete the asset (then use [[#Delete_Missing_Assets|Delete Missing Assets]] to delete it from the route), or try to repair the asset.&lt;br /&gt;
#*&#039;&#039;&#039;Available from DLS&#039;&#039;&#039; - This indicates that the asset is not installed, but is available to download from the Download Station. Right click on it, then click on Download to begin downloading.&lt;br /&gt;
#*&#039;&#039;&#039;Unknown&#039;&#039;&#039; - This indicates that the asset is not installed, and is not available on the Download Station. &lt;br /&gt;
#Once you have found the assets with &#039;unknown&#039; shown for the status, you can try searching for the AssetID number (found in the AssetID column) online to possibly find the asset. &lt;br /&gt;
#*The asset ID number can be entered into a search engine such as Google, which may sometimes show the website the asset is from. &lt;br /&gt;
#*Alternatively, it may show forum posts where the asset has been mentioned, possibly with it&#039;s download location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return To:&lt;br /&gt;
*[[Help:TRS2019_Surveyor|Surveyor]]&lt;br /&gt;
*[[Help:TRS19|TRS19 Help Page]]&lt;br /&gt;
&lt;br /&gt;
[[Category:TRS19]]&lt;br /&gt;
[[Category: Help]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:Moving_Content&amp;diff=23442</id>
		<title>Help:Moving Content</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:Moving_Content&amp;diff=23442"/>
		<updated>2020-05-20T16:20:25Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Creating a New Local Data Folder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz stores additional content and user settings separately from the Trainz installation folder. A platform-specific default path is used, which can be accessed in your platform-specific file manager as described below. This folder may grow to a substantial size over time. If required, you may specify an alternate location for storing your content.&lt;br /&gt;
&lt;br /&gt;
These instructions apply to TANE build 82340 and above. The same steps can be used for TRS2019, just replace &#039;TANE&#039; with &#039;TRS2019&#039; for folder names!&lt;br /&gt;
&lt;br /&gt;
=Locating your Local Data Folder=&lt;br /&gt;
&lt;br /&gt;
From the launcher of any Trainz installation, you can click the &amp;quot;Trainz Settings&amp;quot; button and then switch to the &amp;quot;Install&amp;quot; tab to see the full path to that installation&#039;s local data folder. You can navigate directly to that path using your system&#039;s file manager, however please keep in mind that the parent folders of the default location may be hidden on some systems so simply starting at the top level of your computer and working your way down may not work.&lt;br /&gt;
&lt;br /&gt;
In order to navigate directly to the local data folder&#039;s default location, the following steps can be used:&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
In Windows, the local data folder is stored by default at a subfolder of &amp;quot;C:\Users\&amp;lt;username&amp;gt;\AppData\Local\N3V Games\TANE&amp;quot; (where &amp;quot;&amp;lt;username&amp;gt;&amp;quot; is the username of the logged-in Windows user account.)&lt;br /&gt;
&lt;br /&gt;
You may access this location in Windows Explorer by entering the path &amp;quot;%appdata%\..\Local\N3V Games\TANE&amp;quot; into the Window Explorer address bar. At this location you will see one or more local data folders, corresponding with your various Trainz installations. The name of each folder here includes a random character string which has no meaning but simply allows for multiple installs to coexist without overwriting each other&#039;s data files.&lt;br /&gt;
&lt;br /&gt;
You will also find a text file at this location named &amp;quot;userdata-redirect-map.txt&amp;quot; which lists the correlation between each Trainz installation and its local data folder. While it is possible to hand-edit this file using a program such as WordPad.exe, it is not recommended due to the potential for data loss.&lt;br /&gt;
&lt;br /&gt;
==Mac OS X==&lt;br /&gt;
In Mac OS X, the local data folder is stored by default at a subfolder of &amp;quot;/Users/&amp;lt;username&amp;gt;/Library/Containers/com.n3vgames.tane&amp;quot; (where &amp;quot;&amp;lt;username&amp;gt;&amp;quot; is the username of the logged-in Mac OS X user account.)&lt;br /&gt;
&lt;br /&gt;
You may access this location in Finder by using &amp;quot;Go To&amp;quot; (command-shift-G) and then entering the address &amp;quot;~/Library/Containers/com.n3vgames.tane/Data&amp;quot;. At this location you will see one or more local data folders, corresponding with your various Trainz installations. The name of each folder here includes a random character string which has no meaning but simply allows for multiple installs to coexist without overwriting each other&#039;s data files.&lt;br /&gt;
&lt;br /&gt;
You will also find a file at this location named &amp;quot;userdata-redirect-map.txt&amp;quot; which lists the correlation between each Trainz installation and its local data folder. It is typically not possible to hand-edit this file due to the way that Mac OS X encodes file paths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Copy\Move\Archive your Local Data Folder=&lt;br /&gt;
&lt;br /&gt;
# Open &amp;quot;Launcher &amp;gt; Trainz Settings &amp;gt; Install tab&amp;quot;.&lt;br /&gt;
#:* Note the path displayed in the &amp;quot;Local Data Folder&amp;quot; field (this is your current data directory where your user content resides).&lt;br /&gt;
#:* &amp;lt;i&amp;gt;Recommended...&amp;lt;/i&amp;gt; &lt;br /&gt;
#::* Highlight and Copy this path to Notepad.&lt;br /&gt;
#::* Verify all other tabs contain the settings you want, including your authentication credentials.&amp;lt;br&amp;gt;&lt;br /&gt;
# Open Windows Explorer and navigate to the current data folder (you may paste the path from step 1 to open directly).&lt;br /&gt;
# Open a second instance of Windows Explorer and create a new empty folder at the desired location (e.g. D:\TANE_Content)&lt;br /&gt;
#:* Highlight and Copy this new path to your clipboard &lt;br /&gt;
#:* Paste this new path into the &amp;quot;Local Data Folder&amp;quot; field&lt;br /&gt;
# Close the Settings dialog &lt;br /&gt;
#:* ...there will be a prompt telling you about restarting, acknowledge it.&lt;br /&gt;
#:* ...close the Launcher&lt;br /&gt;
# Focus on the first instance of Windows Explorer, copy all files\folders here into the new folder (the 2nd instance of Explorer).&lt;br /&gt;
#:* i.e. folders like backup, cache, etc plus assets.tdx and keystore.tdx. &lt;br /&gt;
# Start the launcher&lt;br /&gt;
#:* If you&#039;re watching the new directory in Explorer you&#039;ll see some changes occur (files added).&lt;br /&gt;
# &#039;&#039;&#039;OPTIONAL&#039;&#039;&#039; - Access &amp;quot;Trainz Settings&amp;quot;.&lt;br /&gt;
#:* All settings verified in step 1 should be present on all tabs. &lt;br /&gt;
# Click &amp;quot;Start Trainz&amp;quot;&lt;br /&gt;
# Application will launch as expected.&lt;br /&gt;
#:* If content is missing, or if a database repair commences, or you&#039;re prompted to login, you have made a mistake and will need to re-check the settings above.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Benefits of this process...&#039;&#039;&#039;&lt;br /&gt;
* Provides a method for you to create data directories using naming conventions easily tracked by humans (as opposed to the machine name Trainz generates for its folders)&lt;br /&gt;
* Allows you to move content between builds and patches without resorting to CDP export\import.&lt;br /&gt;
* Allows you to work independently from your &amp;quot;source content&amp;quot; making changes without risk and..., &lt;br /&gt;
* Point back to your old folder anytime you need a reference or to check &amp;quot;how it worked&amp;quot; before you started modifying content.&lt;br /&gt;
* Creates a backup of the &amp;quot;old&amp;quot; content folder and optionally archive\delete the old folder to free up space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039;&lt;br /&gt;
* DO NOT ever delete the C:\Users\&amp;lt;pc name&amp;gt;\AppData\Local\N3V Games\TANE folder OR the userdata-redirect-map.txt file in that folder. &lt;br /&gt;
:* This file is required by TANE to ensure the Local Data Folder is found. &lt;br /&gt;
:* If the redirect file does not exist, TANE will create a new one and create a new local data folder in the default location and you are back to your starting point.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;TROUBLESHOOTING:&#039;&#039;&#039;&lt;br /&gt;
* If a new unused /build xxxxxxxx folder is created in the default location upon restarting, you have not followed the steps correctly  - please review the steps again.&lt;br /&gt;
* If you are asked to enter your username again, you have not followed the steps correctly - please review the steps again.&lt;br /&gt;
&lt;br /&gt;
=Creating a New Local Data Folder=&lt;br /&gt;
&lt;br /&gt;
Sometimes your Local Data Folder can end up with corrupt data. In this case, the solution is to create a new folder which contains no 3rd party content. From there, you can then IMPORT your old content and work out which items may be causing issues.&lt;br /&gt;
&lt;br /&gt;
# Open the Launcher &amp;gt; Trainz Settings &amp;gt; Install (tab). &lt;br /&gt;
#:*...see the &amp;quot;Local Data Folder&amp;quot; field, this is the path for your game data. &lt;br /&gt;
#:*...the default path is C:\Users\&amp;lt;username&amp;gt;\AppData\Local\N3V Games\&amp;lt;version&amp;gt;\build folder&lt;br /&gt;
#::*The default build folder uses an alphanumeric system generated name. The next steps are important to make sure you are looking at the correct folder if you have more than one&lt;br /&gt;
#Highlight the full path and use CTRL+C to copy it.&lt;br /&gt;
#Open Windows Explorer and paste (CTRL+V) the path into the Explorer address dropdown (usually opens to &amp;quot;this PC&amp;quot;) &lt;br /&gt;
#:*Key-press &amp;lt;Enter&amp;gt;. &lt;br /&gt;
#:*You are now in your games current data directory. &lt;br /&gt;
#Navigate up one directory level (you can use the little &amp;quot;up arrow&amp;quot; on the left of of the address dropdown)&lt;br /&gt;
#Create a new folder and give it a name&lt;br /&gt;
#Now double-click into this new folder (it will be empty), and copy the path just like you did in the above step #2.&lt;br /&gt;
#Now go back to Launcher &amp;gt; Trainz Settings &amp;gt; Install tab, paste the new path, replacing the current path, in the &amp;quot;Local Data Folder&amp;quot; field&lt;br /&gt;
#Close the Trainz Settings form (a message will appear saying the game needs a restart, click OK, then close the Launcher too)&lt;br /&gt;
#Restart the game. A few things will happen&lt;br /&gt;
#:*...(if TRS19), you&#039;ll see the &amp;quot;Trainz Performance Configuration&amp;quot; dialog. you can select an option or click &amp;quot;Skip...&amp;quot; on the lower right.&lt;br /&gt;
#:*...in Explorer you&#039;ll see the folder get populated with some new sub-folders and files.&lt;br /&gt;
#:*...you&#039;ll need to provide your user name\password in Trainz Settings &amp;gt; Internet (tab)&lt;br /&gt;
#Click Start Trainz and complete the database build. Now your game is pointing to a &amp;quot;clean data directory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTES: &lt;br /&gt;
*This process does not copy any of your local content across, this mirrors a first time installation with built-in content only. You may hear this referred to as &amp;quot;baseline&amp;quot;.&lt;br /&gt;
*This is applicable to TANE &amp;amp; TRS19 (minus the performance config), and may be used to easily swap between testing &amp;amp; working folders.&lt;br /&gt;
 &lt;br /&gt;
Return to [[Help:TRS19|TRS19 Help Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Info: [[Help:Importing Content|Importing Content]]&lt;br /&gt;
&lt;br /&gt;
[[Category:TRS19]]&lt;br /&gt;
[[Category: Help]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:TurfFX_Effect_Layer&amp;diff=22850</id>
		<title>Help:TurfFX Effect Layer</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:TurfFX_Effect_Layer&amp;diff=22850"/>
		<updated>2020-02-18T22:36:28Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Hardware Limitations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The TurfFX Effect Layer is an [[Effect Layer]] type which is used to render grass (and similar foliage). As with all effect layers, turf is painted onto the terrain and automatically generates appropriate geometry for the area surrounding the camera. As compared to the [[Clutter Effect Layer]], TurfFX offers less flexibility but substantial improvements to performance which in turn allows for greater density at greater draw distances and effective wind-synchronised animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Turffx Overview=&lt;br /&gt;
&lt;br /&gt;
A TurfFx asset is made up of individual polygon blades with many options to configure each blade in your Turf Effect Layer and within the asset itself. The individual asset creation process is explained in [[Effect_Layer_Assets]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trainz - Content Creation - #36 - Turf Effects (part 1)==&lt;br /&gt;
[https://youtu.be/0zTqYRMIqCs Video]&lt;br /&gt;
&lt;br /&gt;
This first tutorial on Turf Effects explains how to get up and running with painting some grass around your route. The next tutorials on turf will dive into detailed information on all the below parameters.&lt;br /&gt;
&lt;br /&gt;
==Trainz - Content Creation - #37 - Turf Effects (part 2) - Parameters Explained==&lt;br /&gt;
[https://youtu.be/4Yc7epaBoDc Video]&lt;br /&gt;
&lt;br /&gt;
This second tutorial on Turf Effects explains in detail all the parameters that come with a Turf Effect Layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating and Editing Turffx Layers in Surveyor==&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayeredit.jpg]]&lt;br /&gt;
&lt;br /&gt;
NOTE: To return to ground editing mode you select &amp;quot;Ground&amp;quot; option in the dropdown list in the above image&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Effect Layer Window ===&lt;br /&gt;
&lt;br /&gt;
The Effect Layers window allows you to edit your effect properties. The UI in this window will change based on what effect you choose (clutter, turf, something else). &lt;br /&gt;
&lt;br /&gt;
We&#039;ve included some defaults to get you started with TurfFX, and suggest you experiment with each control to customise your effect.&lt;br /&gt;
&lt;br /&gt;
[[file:turf_defaults.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Select ====&lt;br /&gt;
&lt;br /&gt;
This allows you to select any existing effect layers to view and edit their parameters.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerselection.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Delete ====&lt;br /&gt;
&lt;br /&gt;
This button will delete the currently selected effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1b.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Add ===&lt;br /&gt;
&lt;br /&gt;
This button will allow you to create a new effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1c.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Name ====&lt;br /&gt;
&lt;br /&gt;
Enter a name for your effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayername.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Turffx-Asset ====&lt;br /&gt;
&lt;br /&gt;
Select a &amp;quot;Turf&amp;quot; asset you want to use in your turffx layer from the dropdown list. Once selected and named, you can customise how this particular layer will be configured wherever it is painted throughout the route.&lt;br /&gt;
&lt;br /&gt;
Note that if you want short grass and long grass, you need to create two different TurfFX layers, or use the Turffx-Height-Scale data binding.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerasset.jpg]]&lt;br /&gt;
&lt;br /&gt;
==== Turffx-Density Data Binding ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;turffx-density&amp;quot; options and associated &amp;quot;default&amp;quot; value control the [[Effect Layer Data Binding]] (read this link for details) which controls the density of this turffx layer across the route. Density ranges from 0.0 (no turf present) to 1.0 (maximum density).&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerdensity.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerdensitydefaultvalue.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfdensity1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfdensity2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfdensity3.jpg]]&lt;br /&gt;
&lt;br /&gt;
NOTE: The turffx-density parameter (int1, int2, int4 ...etc) determines how accurate your density will be when painting with the height up/down and sensitivity radius in the topology tab. For example, int1 will give you 1 click while painting to get 100% density (off or on). Int4 will give you 1 click for 1/3rd density, 2 clicks for 2/3rds density, 3 clicks for 3/3rds density. Obviously the more accuracy you need the more data will need to be stored so use the appropriate data binding for the effect you require.&lt;br /&gt;
&lt;br /&gt;
==== Turffx-Height-Scale Data Binding ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;turffx-height-scale&amp;quot; options and associated &amp;quot;constant&amp;quot; value control the [[Effect Layer Data Binding]] (read this link for details) which controls the height of this turffx layer across the route. Height ranges from 0.0 (no turf present) to 1.0 (maximum height).&lt;br /&gt;
&lt;br /&gt;
[[File:2018-12-18 105752.png]]&lt;br /&gt;
&lt;br /&gt;
NOTE: The turffx-height-scale parameter (int1, int2, int4 ...etc) determines how accurate your height scale data will be when painting with the height up/down and sensitivity radius in the topology tab. For example, int1 will give you 1 click while painting to get 100% height (i.e. the height is either off or on). Int4 will give you 1 click for 1/3rd height, 2 clicks for 2/3rds height, 3 clicks for full height. Obviously the more accuracy you need the more data will need to be stored so use the appropriate data binding for the effect you require.&lt;br /&gt;
&lt;br /&gt;
==== Geometry-Scale ====&lt;br /&gt;
&lt;br /&gt;
This changes the height of your blade geometry in meters. (So unless you want 1000m high effects, we suggest using low numbers). ;)&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayergeometryscale.jpg]]&lt;br /&gt;
&lt;br /&gt;
==== Blade-Width ====&lt;br /&gt;
&lt;br /&gt;
This changes the width of your blade geometry in meters.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbladewidth.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Blade-Width-Noise ====&lt;br /&gt;
&lt;br /&gt;
This adds random variation to the width of your blade geometry.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbladewidthnoise.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Blade-Height-Noise ====&lt;br /&gt;
&lt;br /&gt;
This adds random variation to the height of your blade geometry.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbladeheight.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Width-Scale-Near ====&lt;br /&gt;
&lt;br /&gt;
This defines the shape of your blade geometry up close to the camera.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerwidthscalenear.jpg]]&lt;br /&gt;
&lt;br /&gt;
==== Width-Scale-Far ====&lt;br /&gt;
&lt;br /&gt;
This defines the shape of your blade geometry in the distance.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerwidthscalefar.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfshape.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bending-Scale ====&lt;br /&gt;
&lt;br /&gt;
Defines how much your blade geometry will bend in the wind. (bending strength for wind animation)&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbendingscale.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dispersal ====&lt;br /&gt;
&lt;br /&gt;
Dispersal controls the radius around a seed point to place individual grass blades.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerdispersal.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turftdispersal.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bunching ====&lt;br /&gt;
&lt;br /&gt;
Bunching controls radial alignment of individual grass blades around the seed point. Bunching equal to one (1) produces maximally aligned distribution of grass blades, while zero (0) would result in completely random distribution.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbunching.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turftbunching.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Expansion-constant ====&lt;br /&gt;
&lt;br /&gt;
: This affects how many grass blades will be at each point in the grid. Tweaking this number will change the density.&lt;br /&gt;
: Expansion = &amp;quot;expansion-constant&amp;quot; + &amp;quot;expansion-multiplier&amp;quot; * &amp;quot;value0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Try a starting value of 0.3.&lt;br /&gt;
&lt;br /&gt;
==== Expansion-multiplier ====&lt;br /&gt;
&lt;br /&gt;
: This affects how many grass blades will be at each point in the grid. Tweaking this number will change the density.&lt;br /&gt;
: Expansion = &amp;quot;expansion-constant&amp;quot; + &amp;quot;expansion-multiplier&amp;quot; * &amp;quot;value0&amp;quot;&lt;br /&gt;
: Try a starting value of 0.3&lt;br /&gt;
&lt;br /&gt;
==== Number-of-seeds-multiplier ====&lt;br /&gt;
&lt;br /&gt;
: This affects how many new points in each grid to sprout grass blades. Tweaking this number will change the density.&lt;br /&gt;
: Number of Seeds = &amp;quot;number-of-seeds-multiplier&amp;quot; * &amp;quot;value0&amp;quot;&lt;br /&gt;
: Try a starting value of 0.3&lt;br /&gt;
&lt;br /&gt;
== Painting Turffx ==&lt;br /&gt;
&lt;br /&gt;
=== Using Height Up and Down Tool===&lt;br /&gt;
&lt;br /&gt;
Effect Layers are selected in the Advanced Topology Tab. When you change from Ground to any of the Effect Layers you have created, the Height Up, Height Down and Radius tools are used much like the tools in the Paint Tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerpainting.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Using Area Fill Tool===&lt;br /&gt;
You can also select an area and fill the area with your selected Effect Layer Binding. Set the Effect Fill Density slider when using the Fill tool to adjust the density of your effect layer.&lt;br /&gt;
&lt;br /&gt;
=== Painting Tips ===&lt;br /&gt;
* Effect Layers are data intensive, and so you need to work out where you require precision (e.g. in highly visible areas) and where you can use much less precision (e.g. away from the track areas)&lt;br /&gt;
* Using 2.5m precision everywhere will consume your scene budget very quickly.&lt;br /&gt;
* Using the turffx-height-scale tool will raise or lower existing effect layers only. (i.e. you need to paint some density prior to adjusting the height)&lt;br /&gt;
* Experiment with different values such as using 0.001 for dispersal to get that &amp;quot;clumpy&amp;quot; look (then try 0.05, 0.5 etc for different looks)&lt;br /&gt;
* TurfFX is currently not supported during route merge.&lt;br /&gt;
&lt;br /&gt;
== New TurfFX Tools (2020) ==&lt;br /&gt;
&lt;br /&gt;
These new tools will be delivered as part of the Trainz Plus update for Q1 2020 and provide a range of new options to make your task of adding effect layers and using them, easier and more flexible.&lt;br /&gt;
&lt;br /&gt;
=== Adding Effect Layers ===&lt;br /&gt;
You can now choose from a range of Preset options and edit those options as much as you like.&lt;br /&gt;
&lt;br /&gt;
To access these options, go to Topology Tab -&amp;gt; Advanced Section -&amp;gt; Edit/Add effect layers.&lt;br /&gt;
&lt;br /&gt;
If there are no Effect layers already used in the route, you&#039;ll be prompted to create a new one. &lt;br /&gt;
&lt;br /&gt;
Add a name and chose either Turffx or Clutter.&amp;lt;br&amp;gt;&lt;br /&gt;
TIP: You can save your TurfFX\Clutter settings as a CDP.&lt;br /&gt;
&lt;br /&gt;
[[File:2020-01-24_105930.png|900px]]&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Using a preset ====&lt;br /&gt;
# Select an Effect Preset using either the arrow keys or dropdown list.&lt;br /&gt;
# (Optional) Toggle the Advanced options so that you can edit the settings as required.&lt;br /&gt;
# Press the check (tick) button to close the Effect Layers window.&lt;br /&gt;
Note: Turf Effects can only render in one viewport. This means if you have the Effect Layers preview window showing the turf will be rendered in that window and not in your route. &lt;br /&gt;
When closing the Effect Layers window any turffx already painted in your route will begin rendering again after a short delay (~5 seconds).&lt;br /&gt;
&lt;br /&gt;
==== Option 2: Using a preset and editing it ====&lt;br /&gt;
# Select an Effect Preset.&lt;br /&gt;
# Toggle Advanced Options.&lt;br /&gt;
# Edit the Advanced Options.&lt;br /&gt;
# Press the check (tick) button to close the Effect Layers window.&lt;br /&gt;
Note: Turf Effects can only render in one viewport. This means if you have the Effect Layers preview window showing the turf will be rendered in that window and not in your route. &lt;br /&gt;
When closing the Effect Layers window any turffx already painted in your route will begin rendering again after a short delay (~5 seconds).&lt;br /&gt;
&lt;br /&gt;
====Presets versus Named Effect Layers====&lt;br /&gt;
It is important to note the difference between Presets and Effect Layers.&lt;br /&gt;
&lt;br /&gt;
Presets are assets. This means they can be saved, uploaded to the DLS, or shared via .cdp. However, you cannot paint using a &amp;quot;Preset&amp;quot; directly.&lt;br /&gt;
&lt;br /&gt;
# To paint, you need to create an &amp;quot;Effect Layer&amp;quot; (which can be made by selecting a Preset). &lt;br /&gt;
# Effect Layers are created per route. &lt;br /&gt;
# Click the + icon to create a new Effect Layer and give it a name (which can be the same as the Preset name if you like).&lt;br /&gt;
# Click the Tick to save the Effect Layer.&lt;br /&gt;
# This named Effect Layer is then available in the dropdown list in the Topology &amp;gt; Advanced tab.&lt;br /&gt;
&lt;br /&gt;
NOTE: If you click the Save icon, you will create a new Preset. Of course you can do both, so that when you start another route, you have the Preset available to select when you create a new Effect Layer.&lt;br /&gt;
&lt;br /&gt;
=== Masking Options ===&lt;br /&gt;
There are new options in the Advanced Section that determine whether effect layers will or won&#039;t be painted in various areas. These options are:&lt;br /&gt;
* Avoid-water (Effects will NOT appear under a water layer)&lt;br /&gt;
* Altitude-range (Effects will NOT appear outside the max/min altitude set)&lt;br /&gt;
* Gradient-range (Effects will NOT appear if the slope exceeds the limit you set)&lt;br /&gt;
* Ground-texture-mask (Effects WILL appear ONLY upon the textures you add to the mask)&lt;br /&gt;
&lt;br /&gt;
EXAMPLE:&lt;br /&gt;
* To apply a mask, open the Advanced Options and scroll down (enlarge the window if required)&lt;br /&gt;
* To add a texture mask click the Add Asset + button&lt;br /&gt;
* Enter the name of each texture you want the effect layer to apply to&lt;br /&gt;
* Save your effect layer&lt;br /&gt;
* Close the editing too and use the painting tools to paint your effect ont he listed texture(s).&lt;br /&gt;
* See [[Effect_Layer#Painting_Effect_Layers|Painting_Effect_Layers]] for how to apply the mask.&lt;br /&gt;
 &lt;br /&gt;
TIP:&lt;br /&gt;
* The accuracy (precision) of effect layers depends on [[TurfFX_Effect_Layer#Turffx-Density_Data_Binding | turffx-density]] settings. &lt;br /&gt;
* The higher the precision (for example float16 or float32 using 10m, 5m or 2.5m grid), the more data required and the larger your route will be.&lt;br /&gt;
* For texture masking, ensure you add all the textures you want a specific effect layer to appear on.&lt;br /&gt;
** If setting more than one mask, all criteria have to be satisfied, so if your effect is not appearing, check all your masks to see what terrain or textures are required&lt;br /&gt;
** To delete a mask, move the slider all the way left and click the &amp;quot;x&amp;quot; that appears on that row.&lt;br /&gt;
&lt;br /&gt;
=== Other New Tools ===&lt;br /&gt;
&lt;br /&gt;
====Get Effect====&lt;br /&gt;
The Get Effect tool is useful to find which &amp;quot;Effect Layer&amp;quot; is painted in a specific area. Once identified, you can then edit the configuration or select the Effect Layer from the dropdown list in Topology &amp;gt; Advanced.&lt;br /&gt;
&lt;br /&gt;
# Click Edit/Add effect layers&lt;br /&gt;
# Click the Get Effect tool. The Preview window is automatically closed and the Effect Layers will display in the world after a few seconds&lt;br /&gt;
# Hover your mouse over various effect layers in the 3D world. &lt;br /&gt;
# As you move your mouse around the terrain, all of the effect layers (both Turffx and Clutter layers) in that area will be listed in the mouseover help dialog&lt;br /&gt;
# If you want to then paint with an identified effect layer, simply select it from  the dropdown list in Topology &amp;gt; Advanced&lt;br /&gt;
# If you want to edit it, click the ground in that area to load the item in the Effect Layers window&lt;br /&gt;
# If you want to edit an item from further down the mouseover list, select the appropriate Effect Layer name from the dropdown in the Effect Layers window.&lt;br /&gt;
&lt;br /&gt;
==== Save as new Preset ====&lt;br /&gt;
You can now save your own configurations to allow you to chose the same effect configuration in a different route.&lt;br /&gt;
&lt;br /&gt;
Note that you will still need to create and name a new Effect Layer in the new route.&lt;br /&gt;
&lt;br /&gt;
# Click Topology Tab -&amp;gt; Advanced Section -&amp;gt; Edit/Add effect layers to open the Effect Layers window.&lt;br /&gt;
# Choose a Preset from the dropdown list in the Effect Layers window.&lt;br /&gt;
# Click the Advanced Toggle to expand the window&lt;br /&gt;
# Adjust the various configurable values to modify the Preset&lt;br /&gt;
# View the changes in the Preview window&lt;br /&gt;
# When happy with the results, click the Save icon above the Preview window&lt;br /&gt;
# The Save dialog opens and you can either save as the same name to overwrite that Preset, or change the name to create a new Preset asset.&lt;br /&gt;
&lt;br /&gt;
TIP: &lt;br /&gt;
* When painting or filling, if you&#039;re wondering why something isn&#039;t applying to an area, check your mask settings for that effect layer.&lt;br /&gt;
&lt;br /&gt;
=== Bulk Editing Effect Layers ===&lt;br /&gt;
&lt;br /&gt;
You can now also use the &amp;quot;Bulk Edit&amp;quot; tool to rapidly update a route from older versions of Trainz to use the TurfFX layers. This will place an effect layer ON TOP of an existing ground texture.&lt;br /&gt;
&lt;br /&gt;
[[File:2020-01-24_125216.png|600px]]&lt;br /&gt;
&lt;br /&gt;
# To access the Topology -&amp;gt; Advanced Section -&amp;gt; [ Select an Effect Layer you have created for this route ] -&amp;gt; Click on the &amp;quot;Bulk fill effect layer&amp;quot; icon.&lt;br /&gt;
# The &amp;quot;Bulk Asset Update/Replace&amp;quot; window appears.&lt;br /&gt;
# In “Assets to update” list, use the Picker to select one or more existing ground textures that you want to apply the effect layer to (or drag a texture from the Paint tab).&lt;br /&gt;
# In “Asset to update with” select the Effect layer to use by dragging from the Topology Advanced tab Effect layer dropdown list.&lt;br /&gt;
# To change the &amp;quot;median&amp;quot; density or height variation use the “Autofill density/height” slider. Which aspect is adjusted depends upon which “TurfFX” option you have selected under the Topology -&amp;gt; Advanced Section -&amp;gt; TurfFX drop down.  &lt;br /&gt;
# (Optional) To randomise fill density click the checkbox and adjust the slider to either create a more uniform fill (0%) to a random fill (100%). &lt;br /&gt;
# (Optional) To further customise where the effects are painted, click the &amp;quot;Skip areas with&amp;quot; checkbox then choose either &amp;quot;Data for this binding&amp;quot; and &amp;quot;Data for effect layers of this type&amp;quot; from the dropdown. This will skip any effect layer vertices which already have effect layer data.&lt;br /&gt;
# Click &amp;quot;Begin&amp;quot; to bulk paint the effect layer on your configuration.&lt;br /&gt;
&lt;br /&gt;
TIPS:&lt;br /&gt;
* Data for this binding means &amp;quot;any grid that has the selected effect layer on it&amp;quot;.&lt;br /&gt;
* Data for effect layers of this type means &amp;quot;any grid that has the selected effect layer type (i.e. turf or clutter)&amp;quot;&lt;br /&gt;
* If you have applied any of the new &amp;quot;masking&amp;quot; options (Avoid-water, Altitude-range, Gradient-range, Ground-texture-mask) to the effect layer you are using, then the results you see in the world will depend on each of the configured settings&lt;br /&gt;
** i.e. If you&#039;re wondering why something isn&#039;t applying to an area, check your mask settings.&lt;br /&gt;
* Bulk Edit adds the effect layer ON TOP of the ground texture. It does not replace the ground texture. To replace a texture, drag another texture into the “Asset to update with” box.&lt;br /&gt;
* Use a [[TurfFX_Effect_Layer#Turffx-Density_Data_Binding | turffx-density]] higher than Int1 to have a greater range of density (precision).&lt;br /&gt;
&lt;br /&gt;
== Bulk Paint Under Splines (2020)==&lt;br /&gt;
With the latest Trainz Plus update (Q1 2020), there is also a new tool designed to quickly apply ballast under your track. Of course you can also apply any other texture under a spline such as grass along a roadside, or fence line.&lt;br /&gt;
&lt;br /&gt;
# From the Tools Menu Select &amp;quot;Bulk Asset Update/Replace&amp;quot;. &lt;br /&gt;
# In “Assets to update” list, use the Picker to select one or more existing splines, or drag more splines from the Track list. &lt;br /&gt;
# In “Asset to update with” select the ground texture you want to use as fill.&lt;br /&gt;
# Under the Paint Tab -&amp;gt; Radius, change the radius to the width you wish to paint. (The smallest radius will give a 10m wide texture).&lt;br /&gt;
# Click &amp;quot;Begin&amp;quot; to bulk paint the ground texture under the spline chosen.&lt;br /&gt;
&lt;br /&gt;
=Example Usage=&lt;br /&gt;
&lt;br /&gt;
== Short Grass ==&lt;br /&gt;
Watch the video tutorial on Short Grass [[https://youtu.be/AgaaPBjHZyA HERE]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_short.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_short_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Medium Grass ==&lt;br /&gt;
Watch the video tutorial on Medium Grass [[https://youtu.be/5TTwidjCuuQ HERE]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Long Grass ==&lt;br /&gt;
Watch the video tutorial on Long Grass [[https://youtu.be/qoH5OfcgfjU HERE]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Long Grass + Long Seed Grass ==&lt;br /&gt;
Watch the video tutorial on Long Seed Grass [[https://youtu.be/l04As0QFFPQ HERE]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long_seed.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long_info.jpg|493px]] [[File:tfx_long_seed_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Turf ==&lt;br /&gt;
[[File:tfx_turf.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_turf_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Cut Turf ==&lt;br /&gt;
[[File:tfx_turf_cut.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_turf_cut_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
[[File:TurfFX-Example0.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:TurfFX-Example1.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
=Clutter Effect Layer=&lt;br /&gt;
&lt;br /&gt;
For help on editing and using the [[Help:Effect_Layer_Dialog|Clutter Effect layer]], click the link.&lt;br /&gt;
&lt;br /&gt;
=Hardware Limitations=&lt;br /&gt;
TurfFX is developed by NVIDIA and is designed to takes advantage of high-end GPU&#039;s with substantial amounts of VRAM.&lt;br /&gt;
&lt;br /&gt;
1. TurfFX is currently supported only for Windows.&lt;br /&gt;
&lt;br /&gt;
2. Whereas Trainz will typically run (albeit slowly, or at reduced settings) on below-spec computers, TurfFX will need to be disabled entirely if the GPU is insufficient. We expect the minimum of a GeForce GTX 750 to get reasonable performance.&lt;br /&gt;
&lt;br /&gt;
3. With TurfFX disabled, the Effect Layers are ignored entirely, and there is no performance penalty for those objects that are disabled.&lt;br /&gt;
* TurfFX may be disabled via &amp;quot;Launcher &amp;gt; Trainz Settings &amp;gt; Performance tab &amp;gt; Detail scenery:...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=TurfFx Asset Creation=&lt;br /&gt;
For detailed information on creating new grass types, crops, weeds etc, please visit [[Effect_Layer_Assets]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
[[Help:Effect_Layer_Dialog]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[Clutter_Effect_Layer]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Effect_Layer]]&amp;lt;br&amp;gt; &lt;br /&gt;
Back to [[Help:TRS19]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Content creation]]&lt;br /&gt;
[[Category:TRS19]]&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:TurfFX_Effect_Layer&amp;diff=22814</id>
		<title>Help:TurfFX Effect Layer</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:TurfFX_Effect_Layer&amp;diff=22814"/>
		<updated>2020-02-13T23:32:08Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Masking Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The TurfFX Effect Layer is an [[Effect Layer]] type which is used to render grass (and similar foliage). As with all effect layers, turf is painted onto the terrain and automatically generates appropriate geometry for the area surrounding the camera. As compared to the [[Clutter Effect Layer]], TurfFX offers less flexibility but substantial improvements to performance which in turn allows for greater density at greater draw distances and effective wind-synchronised animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Turffx Overview=&lt;br /&gt;
&lt;br /&gt;
A TurfFx asset is made up of individual polygon blades with many options to configure each blade in your Turf Effect Layer and within the asset itself. The individual asset creation process is explained in [[Effect_Layer_Assets]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trainz - Content Creation - #36 - Turf Effects (part 1)==&lt;br /&gt;
[https://youtu.be/0zTqYRMIqCs Video]&lt;br /&gt;
&lt;br /&gt;
This first tutorial on Turf Effects explains how to get up and running with painting some grass around your route. The next tutorials on turf will dive into detailed information on all the below parameters.&lt;br /&gt;
&lt;br /&gt;
==Trainz - Content Creation - #37 - Turf Effects (part 2) - Parameters Explained==&lt;br /&gt;
[https://youtu.be/4Yc7epaBoDc Video]&lt;br /&gt;
&lt;br /&gt;
This second tutorial on Turf Effects explains in detail all the parameters that come with a Turf Effect Layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating and Editing Turffx Layers in Surveyor==&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayeredit.jpg]]&lt;br /&gt;
&lt;br /&gt;
NOTE: To return to ground editing mode you select &amp;quot;Ground&amp;quot; option in the dropdown list in the above image&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Effect Layer Window ===&lt;br /&gt;
&lt;br /&gt;
The Effect Layers window allows you to edit your effect properties. The UI in this window will change based on what effect you choose (clutter, turf, something else). &lt;br /&gt;
&lt;br /&gt;
We&#039;ve included some defaults to get you started with TurfFX, and suggest you experiment with each control to customise your effect.&lt;br /&gt;
&lt;br /&gt;
[[file:turf_defaults.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Select ====&lt;br /&gt;
&lt;br /&gt;
This allows you to select any existing effect layers to view and edit their parameters.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerselection.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Delete ====&lt;br /&gt;
&lt;br /&gt;
This button will delete the currently selected effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1b.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Add ===&lt;br /&gt;
&lt;br /&gt;
This button will allow you to create a new effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1c.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Name ====&lt;br /&gt;
&lt;br /&gt;
Enter a name for your effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayername.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Turffx-Asset ====&lt;br /&gt;
&lt;br /&gt;
Select a &amp;quot;Turf&amp;quot; asset you want to use in your turffx layer from the dropdown list. Once selected and named, you can customise how this particular layer will be configured wherever it is painted throughout the route.&lt;br /&gt;
&lt;br /&gt;
Note that if you want short grass and long grass, you need to create two different TurfFX layers, or use the Turffx-Height-Scale data binding.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerasset.jpg]]&lt;br /&gt;
&lt;br /&gt;
==== Turffx-Density Data Binding ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;turffx-density&amp;quot; options and associated &amp;quot;default&amp;quot; value control the [[Effect Layer Data Binding]] (read this link for details) which controls the density of this turffx layer across the route. Density ranges from 0.0 (no turf present) to 1.0 (maximum density).&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerdensity.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerdensitydefaultvalue.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfdensity1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfdensity2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfdensity3.jpg]]&lt;br /&gt;
&lt;br /&gt;
NOTE: The turffx-density parameter (int1, int2, int4 ...etc) determines how accurate your density will be when painting with the height up/down and sensitivity radius in the topology tab. For example, int1 will give you 1 click while painting to get 100% density (off or on). Int4 will give you 1 click for 1/3rd density, 2 clicks for 2/3rds density, 3 clicks for 3/3rds density. Obviously the more accuracy you need the more data will need to be stored so use the appropriate data binding for the effect you require.&lt;br /&gt;
&lt;br /&gt;
==== Turffx-Height-Scale Data Binding ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;turffx-height-scale&amp;quot; options and associated &amp;quot;constant&amp;quot; value control the [[Effect Layer Data Binding]] (read this link for details) which controls the height of this turffx layer across the route. Height ranges from 0.0 (no turf present) to 1.0 (maximum height).&lt;br /&gt;
&lt;br /&gt;
[[File:2018-12-18 105752.png]]&lt;br /&gt;
&lt;br /&gt;
NOTE: The turffx-height-scale parameter (int1, int2, int4 ...etc) determines how accurate your height scale data will be when painting with the height up/down and sensitivity radius in the topology tab. For example, int1 will give you 1 click while painting to get 100% height (i.e. the height is either off or on). Int4 will give you 1 click for 1/3rd height, 2 clicks for 2/3rds height, 3 clicks for full height. Obviously the more accuracy you need the more data will need to be stored so use the appropriate data binding for the effect you require.&lt;br /&gt;
&lt;br /&gt;
==== Geometry-Scale ====&lt;br /&gt;
&lt;br /&gt;
This changes the height of your blade geometry in meters. (So unless you want 1000m high effects, we suggest using low numbers). ;)&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayergeometryscale.jpg]]&lt;br /&gt;
&lt;br /&gt;
==== Blade-Width ====&lt;br /&gt;
&lt;br /&gt;
This changes the width of your blade geometry in meters.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbladewidth.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Blade-Width-Noise ====&lt;br /&gt;
&lt;br /&gt;
This adds random variation to the width of your blade geometry.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbladewidthnoise.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Blade-Height-Noise ====&lt;br /&gt;
&lt;br /&gt;
This adds random variation to the height of your blade geometry.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbladeheight.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Width-Scale-Near ====&lt;br /&gt;
&lt;br /&gt;
This defines the shape of your blade geometry up close to the camera.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerwidthscalenear.jpg]]&lt;br /&gt;
&lt;br /&gt;
==== Width-Scale-Far ====&lt;br /&gt;
&lt;br /&gt;
This defines the shape of your blade geometry in the distance.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerwidthscalefar.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfshape.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bending-Scale ====&lt;br /&gt;
&lt;br /&gt;
Defines how much your blade geometry will bend in the wind. (bending strength for wind animation)&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbendingscale.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dispersal ====&lt;br /&gt;
&lt;br /&gt;
Dispersal controls the radius around a seed point to place individual grass blades.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerdispersal.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turftdispersal.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bunching ====&lt;br /&gt;
&lt;br /&gt;
Bunching controls radial alignment of individual grass blades around the seed point. Bunching equal to one (1) produces maximally aligned distribution of grass blades, while zero (0) would result in completely random distribution.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbunching.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turftbunching.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Expansion-constant ====&lt;br /&gt;
&lt;br /&gt;
: This affects how many grass blades will be at each point in the grid. Tweaking this number will change the density.&lt;br /&gt;
: Expansion = &amp;quot;expansion-constant&amp;quot; + &amp;quot;expansion-multiplier&amp;quot; * &amp;quot;value0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Try a starting value of 0.3.&lt;br /&gt;
&lt;br /&gt;
==== Expansion-multiplier ====&lt;br /&gt;
&lt;br /&gt;
: This affects how many grass blades will be at each point in the grid. Tweaking this number will change the density.&lt;br /&gt;
: Expansion = &amp;quot;expansion-constant&amp;quot; + &amp;quot;expansion-multiplier&amp;quot; * &amp;quot;value0&amp;quot;&lt;br /&gt;
: Try a starting value of 0.3&lt;br /&gt;
&lt;br /&gt;
==== Number-of-seeds-multiplier ====&lt;br /&gt;
&lt;br /&gt;
: This affects how many new points in each grid to sprout grass blades. Tweaking this number will change the density.&lt;br /&gt;
: Number of Seeds = &amp;quot;number-of-seeds-multiplier&amp;quot; * &amp;quot;value0&amp;quot;&lt;br /&gt;
: Try a starting value of 0.3&lt;br /&gt;
&lt;br /&gt;
== Painting Turffx ==&lt;br /&gt;
&lt;br /&gt;
=== Using Height Up and Down Tool===&lt;br /&gt;
&lt;br /&gt;
Effect Layers are selected in the Advanced Topology Tab. When you change from Ground to any of the Effect Layers you have created, the Height Up, Height Down and Radius tools are used much like the tools in the Paint Tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerpainting.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Using Area Fill Tool===&lt;br /&gt;
You can also select an area and fill the area with your selected Effect Layer Binding. Set the Effect Fill Density slider when using the Fill tool to adjust the density of your effect layer.&lt;br /&gt;
&lt;br /&gt;
=== Painting Tips ===&lt;br /&gt;
* Effect Layers are data intensive, and so you need to work out where you require precision (e.g. in highly visible areas) and where you can use much less precision (e.g. away from the track areas)&lt;br /&gt;
* Using 2.5m precision everywhere will consume your scene budget very quickly.&lt;br /&gt;
* Using the turffx-height-scale tool will raise or lower existing effect layers only. (i.e. you need to paint some density prior to adjusting the height)&lt;br /&gt;
* Experiment with different values such as using 0.001 for dispersal to get that &amp;quot;clumpy&amp;quot; look (then try 0.05, 0.5 etc for different looks)&lt;br /&gt;
* TurfFX is currently not supported during route merge.&lt;br /&gt;
&lt;br /&gt;
== New TurfFX Tools (2020) ==&lt;br /&gt;
&lt;br /&gt;
These new tools will be delivered as part of the Trainz Plus update for Q1 2020 and provide a range of new options to make your task of adding effect layers and using them, easier and more flexible.&lt;br /&gt;
&lt;br /&gt;
=== Adding Effect Layers ===&lt;br /&gt;
You can now choose from a range of Preset options and edit those options as much as you like.&lt;br /&gt;
&lt;br /&gt;
To access these options, go to Topology Tab -&amp;gt; Advanced Section -&amp;gt; Edit/Add effect layers.&lt;br /&gt;
&lt;br /&gt;
If there are no Effect layers already used in the route, you&#039;ll be prompted to create a new one. &lt;br /&gt;
&lt;br /&gt;
Add a name and chose either Turffx or Clutter.&amp;lt;br&amp;gt;&lt;br /&gt;
TIP: You can save your TurfFX\Clutter settings as a CDP.&lt;br /&gt;
&lt;br /&gt;
[[File:2020-01-24_105930.png|900px]]&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Using a preset ====&lt;br /&gt;
# Select an Effect Preset using either the arrow keys or dropdown list.&lt;br /&gt;
# (Optional) Toggle the Advanced options so that you can edit the settings as required.&lt;br /&gt;
# Press the check (tick) button to close the Effect Layers window.&lt;br /&gt;
Note: Turf Effects can only render in one viewport. This means if you have the Effect Layers preview window showing the turf will be rendered in that window and not in your route. &lt;br /&gt;
When closing the Effect Layers window any turffx already painted in your route will begin rendering again after a short delay (~5 seconds).&lt;br /&gt;
&lt;br /&gt;
==== Option 2: Using a preset and editing it ====&lt;br /&gt;
# Select an Effect Preset.&lt;br /&gt;
# Toggle Advanced Options.&lt;br /&gt;
# Edit the Advanced Options.&lt;br /&gt;
# Press the check (tick) button to close the Effect Layers window.&lt;br /&gt;
Note: Turf Effects can only render in one viewport. This means if you have the Effect Layers preview window showing the turf will be rendered in that window and not in your route. &lt;br /&gt;
When closing the Effect Layers window any turffx already painted in your route will begin rendering again after a short delay (~5 seconds).&lt;br /&gt;
&lt;br /&gt;
====Presets versus Named Effect Layers====&lt;br /&gt;
It is important to note the difference between Presets and Effect Layers.&lt;br /&gt;
&lt;br /&gt;
Presets are assets. This means they can be saved, uploaded to the DLS, or shared via .cdp. However, you cannot paint using a &amp;quot;Preset&amp;quot; directly.&lt;br /&gt;
&lt;br /&gt;
# To paint, you need to create an &amp;quot;Effect Layer&amp;quot; (which can be made by selecting a Preset). &lt;br /&gt;
# Effect Layers are created per route. &lt;br /&gt;
# Click the + icon to create a new Effect Layer and give it a name (which can be the same as the Preset name if you like).&lt;br /&gt;
# Click the Tick to save the Effect Layer.&lt;br /&gt;
# This named Effect Layer is then available in the dropdown list in the Topology &amp;gt; Advanced tab.&lt;br /&gt;
&lt;br /&gt;
NOTE: If you click the Save icon, you will create a new Preset. Of course you can do both, so that when you start another route, you have the Preset available to select when you create a new Effect Layer.&lt;br /&gt;
&lt;br /&gt;
=== Masking Options ===&lt;br /&gt;
There are new options in the Advanced Section that determine whether effect layers will or won&#039;t be painted in various areas. These options are:&lt;br /&gt;
* Avoid-water (Effects will NOT appear under a water layer)&lt;br /&gt;
* Altitude-range (Effects will NOT appear outside the max/min altitude set)&lt;br /&gt;
* Gradient-range (Effects will NOT appear if the slope exceeds the limit you set)&lt;br /&gt;
* Ground-texture-mask (Effects WILL appear ONLY upon the textures you add to the mask)&lt;br /&gt;
&lt;br /&gt;
EXAMPLE:&lt;br /&gt;
* To apply a mask, open the Advanced Options and scroll down (enlarge the window if required)&lt;br /&gt;
* To add a texture mask click the Add Asset + button&lt;br /&gt;
* Enter the name of each texture you want the effect layer to apply to&lt;br /&gt;
* Save your effect layer&lt;br /&gt;
* Close the editing too and use the painting tools to paint your effect ont he listed texture(s).&lt;br /&gt;
* See [[Effect_Layer#Painting_Effect_Layers|Painting_Effect_Layers]] for how to apply the mask.&lt;br /&gt;
 &lt;br /&gt;
TIP:&lt;br /&gt;
* The accuracy (precision) of effect layers depends on [[TurfFX_Effect_Layer#Turffx-Density_Data_Binding | turffx-density]] settings. &lt;br /&gt;
* The higher the precision (for example float16 or float32 using 10m, 5m or 2.5m grid), the more data required and the larger your route will be.&lt;br /&gt;
* For texture masking, ensure you add all the textures you want a specific effect layer to appear on.&lt;br /&gt;
** If setting more than one mask, all criteria have to be satisfied, so if your effect is not appearing, check all your masks to see what terrain or textures are required&lt;br /&gt;
** To delete a mask, move the slider all the way left and click the &amp;quot;x&amp;quot; that appears on that row.&lt;br /&gt;
&lt;br /&gt;
=== Other New Tools ===&lt;br /&gt;
&lt;br /&gt;
====Get Effect====&lt;br /&gt;
The Get Effect tool is useful to find which &amp;quot;Effect Layer&amp;quot; is painted in a specific area. Once identified, you can then edit the configuration or select the Effect Layer from the dropdown list in Topology &amp;gt; Advanced.&lt;br /&gt;
&lt;br /&gt;
# Click Edit/Add effect layers&lt;br /&gt;
# Click the Get Effect tool. The Preview window is automatically closed and the Effect Layers will display in the world after a few seconds&lt;br /&gt;
# Hover your mouse over various effect layers in the 3D world. &lt;br /&gt;
# As you move your mouse around the terrain, all of the effect layers (both Turffx and Clutter layers) in that area will be listed in the mouseover help dialog&lt;br /&gt;
# If you want to then paint with an identified effect layer, simply select it from  the dropdown list in Topology &amp;gt; Advanced&lt;br /&gt;
# If you want to edit it, click the ground in that area to load the item in the Effect Layers window&lt;br /&gt;
# If you want to edit an item from further down the mouseover list, select the appropriate Effect Layer name from the dropdown in the Effect Layers window.&lt;br /&gt;
&lt;br /&gt;
==== Save as new Preset ====&lt;br /&gt;
You can now save your own configurations to allow you to chose the same effect configuration in a different route.&lt;br /&gt;
&lt;br /&gt;
Note that you will still need to create and name a new Effect Layer in the new route.&lt;br /&gt;
&lt;br /&gt;
# Click Topology Tab -&amp;gt; Advanced Section -&amp;gt; Edit/Add effect layers to open the Effect Layers window.&lt;br /&gt;
# Choose a Preset from the dropdown list in the Effect Layers window.&lt;br /&gt;
# Click the Advanced Toggle to expand the window&lt;br /&gt;
# Adjust the various configurable values to modify the Preset&lt;br /&gt;
# View the changes in the Preview window&lt;br /&gt;
# When happy with the results, click the Save icon above the Preview window&lt;br /&gt;
# The Save dialog opens and you can either save as the same name to overwrite that Preset, or change the name to create a new Preset asset.&lt;br /&gt;
&lt;br /&gt;
TIP: &lt;br /&gt;
* When painting or filling, if you&#039;re wondering why something isn&#039;t applying to an area, check your mask settings for that effect layer.&lt;br /&gt;
&lt;br /&gt;
=== Bulk Editing Effect Layers ===&lt;br /&gt;
&lt;br /&gt;
You can now also use the &amp;quot;Bulk Edit&amp;quot; tool to rapidly update a route from older versions of Trainz to use the TurfFX layers. This will place an effect layer ON TOP of an existing ground texture.&lt;br /&gt;
&lt;br /&gt;
[[File:2020-01-24_125216.png|600px]]&lt;br /&gt;
&lt;br /&gt;
# To access the Topology -&amp;gt; Advanced Section -&amp;gt; [ Select an Effect Layer you have created for this route ] -&amp;gt; Click on the &amp;quot;Bulk fill effect layer&amp;quot; icon.&lt;br /&gt;
# The &amp;quot;Bulk Asset Update/Replace&amp;quot; window appears.&lt;br /&gt;
# In “Assets to update” list, use the Picker to select one or more existing ground textures that you want to apply the effect layer to (or drag a texture from the Paint tab).&lt;br /&gt;
# In “Asset to update with” select the Effect layer to use by dragging from the Topology Advanced tab Effect layer dropdown list.&lt;br /&gt;
# To change the &amp;quot;median&amp;quot; density or height variation use the “Autofill density/height” slider. Which aspect is adjusted depends upon which “TurfFX” option you have selected under the Topology -&amp;gt; Advanced Section -&amp;gt; TurfFX drop down.  &lt;br /&gt;
# (Optional) To randomise fill density click the checkbox and adjust the slider to either create a more uniform fill (0%) to a random fill (100%). &lt;br /&gt;
# (Optional) To further customise where the effects are painted, click the &amp;quot;Skip areas with&amp;quot; checkbox then choose either &amp;quot;Data for this binding&amp;quot; and &amp;quot;Data for effect layers of this type&amp;quot; from the dropdown. This will skip any effect layer vertices which already have effect layer data.&lt;br /&gt;
# Click &amp;quot;Begin&amp;quot; to bulk paint the effect layer on your configuration.&lt;br /&gt;
&lt;br /&gt;
TIPS:&lt;br /&gt;
* Data for this binding means &amp;quot;any grid that has the selected effect layer on it&amp;quot;.&lt;br /&gt;
* Data for effect layers of this type means &amp;quot;any grid that has the selected effect layer type (i.e. turf or clutter)&amp;quot;&lt;br /&gt;
* If you have applied any of the new &amp;quot;masking&amp;quot; options (Avoid-water, Altitude-range, Gradient-range, Ground-texture-mask) to the effect layer you are using, then the results you see in the world will depend on each of the configured settings&lt;br /&gt;
** i.e. If you&#039;re wondering why something isn&#039;t applying to an area, check your mask settings.&lt;br /&gt;
* Bulk Edit adds the effect layer ON TOP of the ground texture. It does not replace the ground texture. To replace a texture, drag another texture into the “Asset to update with” box.&lt;br /&gt;
* Use a [[TurfFX_Effect_Layer#Turffx-Density_Data_Binding | turffx-density]] higher than Int1 to have a greater range of density (precision).&lt;br /&gt;
&lt;br /&gt;
== Bulk Paint Under Splines (2020)==&lt;br /&gt;
With the latest Trainz Plus update (Q1 2020), there is also a new tool designed to quickly apply ballast under your track. Of course you can also apply any other texture under a spline such as grass along a roadside, or fence line.&lt;br /&gt;
&lt;br /&gt;
# From the Tools Menu Select &amp;quot;Bulk Asset Update/Replace&amp;quot;. &lt;br /&gt;
# In “Assets to update” list, use the Picker to select one or more existing splines, or drag more splines from the Track list. &lt;br /&gt;
# In “Asset to update with” select the ground texture you want to use as fill.&lt;br /&gt;
# Under the Paint Tab -&amp;gt; Radius, change the radius to the width you wish to paint. (The smallest radius will give a 10m wide texture).&lt;br /&gt;
# Click &amp;quot;Begin&amp;quot; to bulk paint the ground texture under the spline chosen.&lt;br /&gt;
&lt;br /&gt;
=Example Usage=&lt;br /&gt;
&lt;br /&gt;
== Short Grass ==&lt;br /&gt;
Watch the video tutorial on Short Grass [[https://youtu.be/AgaaPBjHZyA HERE]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_short.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_short_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Medium Grass ==&lt;br /&gt;
Watch the video tutorial on Medium Grass [[https://youtu.be/5TTwidjCuuQ HERE]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Long Grass ==&lt;br /&gt;
Watch the video tutorial on Long Grass [[https://youtu.be/qoH5OfcgfjU HERE]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Long Grass + Long Seed Grass ==&lt;br /&gt;
Watch the video tutorial on Long Seed Grass [[https://youtu.be/l04As0QFFPQ HERE]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long_seed.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long_info.jpg|493px]] [[File:tfx_long_seed_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Turf ==&lt;br /&gt;
[[File:tfx_turf.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_turf_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Cut Turf ==&lt;br /&gt;
[[File:tfx_turf_cut.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_turf_cut_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
[[File:TurfFX-Example0.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:TurfFX-Example1.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
=Clutter Effect Layer=&lt;br /&gt;
&lt;br /&gt;
For help on editing and using the [[Help:Effect_Layer_Dialog|Clutter Effect layer]], click the link.&lt;br /&gt;
&lt;br /&gt;
=Hardware Limitations=&lt;br /&gt;
TurfFX is developed by NVIDIA and is designed to takes advantage of high-end GPU&#039;s with substantial amounts of VRAM.&lt;br /&gt;
&lt;br /&gt;
1. TurfFX is currently supported only for Windows.&lt;br /&gt;
&lt;br /&gt;
2. Whereas Trainz will typically run (albeit slowly, or at reduced settings) on below-spec computers, TurfFX will need to be disabled entirely if the GPU is insufficient. We expect the minimum of a GeForce GTX 750 to get reasonable performance.&lt;br /&gt;
&lt;br /&gt;
3. With TurfFX disabled, the Effect Layers are ignored entirely, and there is no performance penalty for those objects that are disabled.&lt;br /&gt;
&lt;br /&gt;
=TurfFx Asset Creation=&lt;br /&gt;
For detailed information on creating new grass types, crops, weeds etc, please visit [[Effect_Layer_Assets]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
[[Help:Effect_Layer_Dialog]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[Clutter_Effect_Layer]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Effect_Layer]]&amp;lt;br&amp;gt; &lt;br /&gt;
Back to [[Help:TRS19]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Content creation]]&lt;br /&gt;
[[Category:TRS19]]&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:TurfFX_Effect_Layer&amp;diff=22813</id>
		<title>Help:TurfFX Effect Layer</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:TurfFX_Effect_Layer&amp;diff=22813"/>
		<updated>2020-02-13T16:33:58Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Adding Effect Layers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The TurfFX Effect Layer is an [[Effect Layer]] type which is used to render grass (and similar foliage). As with all effect layers, turf is painted onto the terrain and automatically generates appropriate geometry for the area surrounding the camera. As compared to the [[Clutter Effect Layer]], TurfFX offers less flexibility but substantial improvements to performance which in turn allows for greater density at greater draw distances and effective wind-synchronised animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Turffx Overview=&lt;br /&gt;
&lt;br /&gt;
A TurfFx asset is made up of individual polygon blades with many options to configure each blade in your Turf Effect Layer and within the asset itself. The individual asset creation process is explained in [[Effect_Layer_Assets]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trainz - Content Creation - #36 - Turf Effects (part 1)==&lt;br /&gt;
[https://youtu.be/0zTqYRMIqCs Video]&lt;br /&gt;
&lt;br /&gt;
This first tutorial on Turf Effects explains how to get up and running with painting some grass around your route. The next tutorials on turf will dive into detailed information on all the below parameters.&lt;br /&gt;
&lt;br /&gt;
==Trainz - Content Creation - #37 - Turf Effects (part 2) - Parameters Explained==&lt;br /&gt;
[https://youtu.be/4Yc7epaBoDc Video]&lt;br /&gt;
&lt;br /&gt;
This second tutorial on Turf Effects explains in detail all the parameters that come with a Turf Effect Layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating and Editing Turffx Layers in Surveyor==&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayeredit.jpg]]&lt;br /&gt;
&lt;br /&gt;
NOTE: To return to ground editing mode you select &amp;quot;Ground&amp;quot; option in the dropdown list in the above image&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Effect Layer Window ===&lt;br /&gt;
&lt;br /&gt;
The Effect Layers window allows you to edit your effect properties. The UI in this window will change based on what effect you choose (clutter, turf, something else). &lt;br /&gt;
&lt;br /&gt;
We&#039;ve included some defaults to get you started with TurfFX, and suggest you experiment with each control to customise your effect.&lt;br /&gt;
&lt;br /&gt;
[[file:turf_defaults.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Select ====&lt;br /&gt;
&lt;br /&gt;
This allows you to select any existing effect layers to view and edit their parameters.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerselection.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Delete ====&lt;br /&gt;
&lt;br /&gt;
This button will delete the currently selected effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1b.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Add ===&lt;br /&gt;
&lt;br /&gt;
This button will allow you to create a new effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1c.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Name ====&lt;br /&gt;
&lt;br /&gt;
Enter a name for your effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayername.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Turffx-Asset ====&lt;br /&gt;
&lt;br /&gt;
Select a &amp;quot;Turf&amp;quot; asset you want to use in your turffx layer from the dropdown list. Once selected and named, you can customise how this particular layer will be configured wherever it is painted throughout the route.&lt;br /&gt;
&lt;br /&gt;
Note that if you want short grass and long grass, you need to create two different TurfFX layers, or use the Turffx-Height-Scale data binding.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerasset.jpg]]&lt;br /&gt;
&lt;br /&gt;
==== Turffx-Density Data Binding ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;turffx-density&amp;quot; options and associated &amp;quot;default&amp;quot; value control the [[Effect Layer Data Binding]] (read this link for details) which controls the density of this turffx layer across the route. Density ranges from 0.0 (no turf present) to 1.0 (maximum density).&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerdensity.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerdensitydefaultvalue.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfdensity1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfdensity2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfdensity3.jpg]]&lt;br /&gt;
&lt;br /&gt;
NOTE: The turffx-density parameter (int1, int2, int4 ...etc) determines how accurate your density will be when painting with the height up/down and sensitivity radius in the topology tab. For example, int1 will give you 1 click while painting to get 100% density (off or on). Int4 will give you 1 click for 1/3rd density, 2 clicks for 2/3rds density, 3 clicks for 3/3rds density. Obviously the more accuracy you need the more data will need to be stored so use the appropriate data binding for the effect you require.&lt;br /&gt;
&lt;br /&gt;
==== Turffx-Height-Scale Data Binding ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;turffx-height-scale&amp;quot; options and associated &amp;quot;constant&amp;quot; value control the [[Effect Layer Data Binding]] (read this link for details) which controls the height of this turffx layer across the route. Height ranges from 0.0 (no turf present) to 1.0 (maximum height).&lt;br /&gt;
&lt;br /&gt;
[[File:2018-12-18 105752.png]]&lt;br /&gt;
&lt;br /&gt;
NOTE: The turffx-height-scale parameter (int1, int2, int4 ...etc) determines how accurate your height scale data will be when painting with the height up/down and sensitivity radius in the topology tab. For example, int1 will give you 1 click while painting to get 100% height (i.e. the height is either off or on). Int4 will give you 1 click for 1/3rd height, 2 clicks for 2/3rds height, 3 clicks for full height. Obviously the more accuracy you need the more data will need to be stored so use the appropriate data binding for the effect you require.&lt;br /&gt;
&lt;br /&gt;
==== Geometry-Scale ====&lt;br /&gt;
&lt;br /&gt;
This changes the height of your blade geometry in meters. (So unless you want 1000m high effects, we suggest using low numbers). ;)&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayergeometryscale.jpg]]&lt;br /&gt;
&lt;br /&gt;
==== Blade-Width ====&lt;br /&gt;
&lt;br /&gt;
This changes the width of your blade geometry in meters.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbladewidth.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Blade-Width-Noise ====&lt;br /&gt;
&lt;br /&gt;
This adds random variation to the width of your blade geometry.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbladewidthnoise.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Blade-Height-Noise ====&lt;br /&gt;
&lt;br /&gt;
This adds random variation to the height of your blade geometry.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbladeheight.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Width-Scale-Near ====&lt;br /&gt;
&lt;br /&gt;
This defines the shape of your blade geometry up close to the camera.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerwidthscalenear.jpg]]&lt;br /&gt;
&lt;br /&gt;
==== Width-Scale-Far ====&lt;br /&gt;
&lt;br /&gt;
This defines the shape of your blade geometry in the distance.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerwidthscalefar.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfshape.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bending-Scale ====&lt;br /&gt;
&lt;br /&gt;
Defines how much your blade geometry will bend in the wind. (bending strength for wind animation)&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbendingscale.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dispersal ====&lt;br /&gt;
&lt;br /&gt;
Dispersal controls the radius around a seed point to place individual grass blades.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerdispersal.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turftdispersal.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bunching ====&lt;br /&gt;
&lt;br /&gt;
Bunching controls radial alignment of individual grass blades around the seed point. Bunching equal to one (1) produces maximally aligned distribution of grass blades, while zero (0) would result in completely random distribution.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbunching.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turftbunching.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Expansion-constant ====&lt;br /&gt;
&lt;br /&gt;
: This affects how many grass blades will be at each point in the grid. Tweaking this number will change the density.&lt;br /&gt;
: Expansion = &amp;quot;expansion-constant&amp;quot; + &amp;quot;expansion-multiplier&amp;quot; * &amp;quot;value0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Try a starting value of 0.3.&lt;br /&gt;
&lt;br /&gt;
==== Expansion-multiplier ====&lt;br /&gt;
&lt;br /&gt;
: This affects how many grass blades will be at each point in the grid. Tweaking this number will change the density.&lt;br /&gt;
: Expansion = &amp;quot;expansion-constant&amp;quot; + &amp;quot;expansion-multiplier&amp;quot; * &amp;quot;value0&amp;quot;&lt;br /&gt;
: Try a starting value of 0.3&lt;br /&gt;
&lt;br /&gt;
==== Number-of-seeds-multiplier ====&lt;br /&gt;
&lt;br /&gt;
: This affects how many new points in each grid to sprout grass blades. Tweaking this number will change the density.&lt;br /&gt;
: Number of Seeds = &amp;quot;number-of-seeds-multiplier&amp;quot; * &amp;quot;value0&amp;quot;&lt;br /&gt;
: Try a starting value of 0.3&lt;br /&gt;
&lt;br /&gt;
== Painting Turffx ==&lt;br /&gt;
&lt;br /&gt;
=== Using Height Up and Down Tool===&lt;br /&gt;
&lt;br /&gt;
Effect Layers are selected in the Advanced Topology Tab. When you change from Ground to any of the Effect Layers you have created, the Height Up, Height Down and Radius tools are used much like the tools in the Paint Tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerpainting.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Using Area Fill Tool===&lt;br /&gt;
You can also select an area and fill the area with your selected Effect Layer Binding. Set the Effect Fill Density slider when using the Fill tool to adjust the density of your effect layer.&lt;br /&gt;
&lt;br /&gt;
=== Painting Tips ===&lt;br /&gt;
* Effect Layers are data intensive, and so you need to work out where you require precision (e.g. in highly visible areas) and where you can use much less precision (e.g. away from the track areas)&lt;br /&gt;
* Using 2.5m precision everywhere will consume your scene budget very quickly.&lt;br /&gt;
* Using the turffx-height-scale tool will raise or lower existing effect layers only. (i.e. you need to paint some density prior to adjusting the height)&lt;br /&gt;
* Experiment with different values such as using 0.001 for dispersal to get that &amp;quot;clumpy&amp;quot; look (then try 0.05, 0.5 etc for different looks)&lt;br /&gt;
* TurfFX is currently not supported during route merge.&lt;br /&gt;
&lt;br /&gt;
== New TurfFX Tools (2020) ==&lt;br /&gt;
&lt;br /&gt;
These new tools will be delivered as part of the Trainz Plus update for Q1 2020 and provide a range of new options to make your task of adding effect layers and using them, easier and more flexible.&lt;br /&gt;
&lt;br /&gt;
=== Adding Effect Layers ===&lt;br /&gt;
You can now choose from a range of Preset options and edit those options as much as you like.&lt;br /&gt;
&lt;br /&gt;
To access these options, go to Topology Tab -&amp;gt; Advanced Section -&amp;gt; Edit/Add effect layers.&lt;br /&gt;
&lt;br /&gt;
If there are no Effect layers already used in the route, you&#039;ll be prompted to create a new one. &lt;br /&gt;
&lt;br /&gt;
Add a name and chose either Turffx or Clutter.&amp;lt;br&amp;gt;&lt;br /&gt;
TIP: You can save your TurfFX\Clutter settings as a CDP.&lt;br /&gt;
&lt;br /&gt;
[[File:2020-01-24_105930.png|900px]]&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Using a preset ====&lt;br /&gt;
# Select an Effect Preset using either the arrow keys or dropdown list.&lt;br /&gt;
# (Optional) Toggle the Advanced options so that you can edit the settings as required.&lt;br /&gt;
# Press the check (tick) button to close the Effect Layers window.&lt;br /&gt;
Note: Turf Effects can only render in one viewport. This means if you have the Effect Layers preview window showing the turf will be rendered in that window and not in your route. &lt;br /&gt;
When closing the Effect Layers window any turffx already painted in your route will begin rendering again after a short delay (~5 seconds).&lt;br /&gt;
&lt;br /&gt;
==== Option 2: Using a preset and editing it ====&lt;br /&gt;
# Select an Effect Preset.&lt;br /&gt;
# Toggle Advanced Options.&lt;br /&gt;
# Edit the Advanced Options.&lt;br /&gt;
# Press the check (tick) button to close the Effect Layers window.&lt;br /&gt;
Note: Turf Effects can only render in one viewport. This means if you have the Effect Layers preview window showing the turf will be rendered in that window and not in your route. &lt;br /&gt;
When closing the Effect Layers window any turffx already painted in your route will begin rendering again after a short delay (~5 seconds).&lt;br /&gt;
&lt;br /&gt;
====Presets versus Named Effect Layers====&lt;br /&gt;
It is important to note the difference between Presets and Effect Layers.&lt;br /&gt;
&lt;br /&gt;
Presets are assets. This means they can be saved, uploaded to the DLS, or shared via .cdp. However, you cannot paint using a &amp;quot;Preset&amp;quot; directly.&lt;br /&gt;
&lt;br /&gt;
# To paint, you need to create an &amp;quot;Effect Layer&amp;quot; (which can be made by selecting a Preset). &lt;br /&gt;
# Effect Layers are created per route. &lt;br /&gt;
# Click the + icon to create a new Effect Layer and give it a name (which can be the same as the Preset name if you like).&lt;br /&gt;
# Click the Tick to save the Effect Layer.&lt;br /&gt;
# This named Effect Layer is then available in the dropdown list in the Topology &amp;gt; Advanced tab.&lt;br /&gt;
&lt;br /&gt;
NOTE: If you click the Save icon, you will create a new Preset. Of course you can do both, so that when you start another route, you have the Preset available to select when you create a new Effect Layer.&lt;br /&gt;
&lt;br /&gt;
=== Masking Options ===&lt;br /&gt;
There are new options in the Advanced Section that determine whether effect layers will or won&#039;t be painted in various areas. These options are:&lt;br /&gt;
* Avoid-water (Effects will NOT appear under a water layer)&lt;br /&gt;
* Altitude-range (Effects will NOT appear outside the max/min altitude set)&lt;br /&gt;
* Gradient-range (Effects will NOT appear if the slope exceeds the limit you set)&lt;br /&gt;
* Ground-texture-mask (Effects WILL appear ONLY upon the textures you add to the mask)&lt;br /&gt;
&lt;br /&gt;
EXAMPLE:&lt;br /&gt;
* To apply a mask, open the Advanced Options and scroll down (enlarge the window if required)&lt;br /&gt;
* To add a texture mask click the Add Asset + button&lt;br /&gt;
* Enter the name of each texture you want the effect layer to apply to&lt;br /&gt;
* Save your effect layer&lt;br /&gt;
* Close the editing too and use the painting tools to paint your effect ont he listed texture(s).&lt;br /&gt;
* See [[Effect_Layer#Painting_Effect_Layers|Painting_Effect_Layers]] for how to apply the mask.&lt;br /&gt;
 &lt;br /&gt;
TIP:&lt;br /&gt;
* The accuracy (precision) of effect layers depends on [[TurfFX_Effect_Layer#Turffx-Density_Data_Binding | turffx-density]] settings. &lt;br /&gt;
* The higher the precision (for example float16 or float32 using 10m, 5m or 2.5m grid), the more data required and the larger your route will be.&lt;br /&gt;
* For texture masking, ensure you add all the textures you want a specific effect layer to appear on.&lt;br /&gt;
* If setting more than one mask, all criteria have to be satisfied, so if your effect is not appearing, check all your masks to see what terrain or textures are required&lt;br /&gt;
&lt;br /&gt;
=== Other New Tools ===&lt;br /&gt;
&lt;br /&gt;
====Get Effect====&lt;br /&gt;
The Get Effect tool is useful to find which &amp;quot;Effect Layer&amp;quot; is painted in a specific area. Once identified, you can then edit the configuration or select the Effect Layer from the dropdown list in Topology &amp;gt; Advanced.&lt;br /&gt;
&lt;br /&gt;
# Click Edit/Add effect layers&lt;br /&gt;
# Click the Get Effect tool. The Preview window is automatically closed and the Effect Layers will display in the world after a few seconds&lt;br /&gt;
# Hover your mouse over various effect layers in the 3D world. &lt;br /&gt;
# As you move your mouse around the terrain, all of the effect layers (both Turffx and Clutter layers) in that area will be listed in the mouseover help dialog&lt;br /&gt;
# If you want to then paint with an identified effect layer, simply select it from  the dropdown list in Topology &amp;gt; Advanced&lt;br /&gt;
# If you want to edit it, click the ground in that area to load the item in the Effect Layers window&lt;br /&gt;
# If you want to edit an item from further down the mouseover list, select the appropriate Effect Layer name from the dropdown in the Effect Layers window.&lt;br /&gt;
&lt;br /&gt;
==== Save as new Preset ====&lt;br /&gt;
You can now save your own configurations to allow you to chose the same effect configuration in a different route.&lt;br /&gt;
&lt;br /&gt;
Note that you will still need to create and name a new Effect Layer in the new route.&lt;br /&gt;
&lt;br /&gt;
# Click Topology Tab -&amp;gt; Advanced Section -&amp;gt; Edit/Add effect layers to open the Effect Layers window.&lt;br /&gt;
# Choose a Preset from the dropdown list in the Effect Layers window.&lt;br /&gt;
# Click the Advanced Toggle to expand the window&lt;br /&gt;
# Adjust the various configurable values to modify the Preset&lt;br /&gt;
# View the changes in the Preview window&lt;br /&gt;
# When happy with the results, click the Save icon above the Preview window&lt;br /&gt;
# The Save dialog opens and you can either save as the same name to overwrite that Preset, or change the name to create a new Preset asset.&lt;br /&gt;
&lt;br /&gt;
TIP: &lt;br /&gt;
* When painting or filling, if you&#039;re wondering why something isn&#039;t applying to an area, check your mask settings for that effect layer.&lt;br /&gt;
&lt;br /&gt;
=== Bulk Editing Effect Layers ===&lt;br /&gt;
&lt;br /&gt;
You can now also use the &amp;quot;Bulk Edit&amp;quot; tool to rapidly update a route from older versions of Trainz to use the TurfFX layers. This will place an effect layer ON TOP of an existing ground texture.&lt;br /&gt;
&lt;br /&gt;
[[File:2020-01-24_125216.png|600px]]&lt;br /&gt;
&lt;br /&gt;
# To access the Topology -&amp;gt; Advanced Section -&amp;gt; [ Select an Effect Layer you have created for this route ] -&amp;gt; Click on the &amp;quot;Bulk fill effect layer&amp;quot; icon.&lt;br /&gt;
# The &amp;quot;Bulk Asset Update/Replace&amp;quot; window appears.&lt;br /&gt;
# In “Assets to update” list, use the Picker to select one or more existing ground textures that you want to apply the effect layer to (or drag a texture from the Paint tab).&lt;br /&gt;
# In “Asset to update with” select the Effect layer to use by dragging from the Topology Advanced tab Effect layer dropdown list.&lt;br /&gt;
# To change the &amp;quot;median&amp;quot; density or height variation use the “Autofill density/height” slider. Which aspect is adjusted depends upon which “TurfFX” option you have selected under the Topology -&amp;gt; Advanced Section -&amp;gt; TurfFX drop down.  &lt;br /&gt;
# (Optional) To randomise fill density click the checkbox and adjust the slider to either create a more uniform fill (0%) to a random fill (100%). &lt;br /&gt;
# (Optional) To further customise where the effects are painted, click the &amp;quot;Skip areas with&amp;quot; checkbox then choose either &amp;quot;Data for this binding&amp;quot; and &amp;quot;Data for effect layers of this type&amp;quot; from the dropdown. This will skip any effect layer vertices which already have effect layer data.&lt;br /&gt;
# Click &amp;quot;Begin&amp;quot; to bulk paint the effect layer on your configuration.&lt;br /&gt;
&lt;br /&gt;
TIPS:&lt;br /&gt;
* Data for this binding means &amp;quot;any grid that has the selected effect layer on it&amp;quot;.&lt;br /&gt;
* Data for effect layers of this type means &amp;quot;any grid that has the selected effect layer type (i.e. turf or clutter)&amp;quot;&lt;br /&gt;
* If you have applied any of the new &amp;quot;masking&amp;quot; options (Avoid-water, Altitude-range, Gradient-range, Ground-texture-mask) to the effect layer you are using, then the results you see in the world will depend on each of the configured settings&lt;br /&gt;
** i.e. If you&#039;re wondering why something isn&#039;t applying to an area, check your mask settings.&lt;br /&gt;
* Bulk Edit adds the effect layer ON TOP of the ground texture. It does not replace the ground texture. To replace a texture, drag another texture into the “Asset to update with” box.&lt;br /&gt;
* Use a [[TurfFX_Effect_Layer#Turffx-Density_Data_Binding | turffx-density]] higher than Int1 to have a greater range of density (precision).&lt;br /&gt;
&lt;br /&gt;
== Bulk Paint Under Splines (2020)==&lt;br /&gt;
With the latest Trainz Plus update (Q1 2020), there is also a new tool designed to quickly apply ballast under your track. Of course you can also apply any other texture under a spline such as grass along a roadside, or fence line.&lt;br /&gt;
&lt;br /&gt;
# From the Tools Menu Select &amp;quot;Bulk Asset Update/Replace&amp;quot;. &lt;br /&gt;
# In “Assets to update” list, use the Picker to select one or more existing splines, or drag more splines from the Track list. &lt;br /&gt;
# In “Asset to update with” select the ground texture you want to use as fill.&lt;br /&gt;
# Under the Paint Tab -&amp;gt; Radius, change the radius to the width you wish to paint. (The smallest radius will give a 10m wide texture).&lt;br /&gt;
# Click &amp;quot;Begin&amp;quot; to bulk paint the ground texture under the spline chosen.&lt;br /&gt;
&lt;br /&gt;
=Example Usage=&lt;br /&gt;
&lt;br /&gt;
== Short Grass ==&lt;br /&gt;
Watch the video tutorial on Short Grass [[https://youtu.be/AgaaPBjHZyA HERE]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_short.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_short_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Medium Grass ==&lt;br /&gt;
Watch the video tutorial on Medium Grass [[https://youtu.be/5TTwidjCuuQ HERE]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Long Grass ==&lt;br /&gt;
Watch the video tutorial on Long Grass [[https://youtu.be/qoH5OfcgfjU HERE]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Long Grass + Long Seed Grass ==&lt;br /&gt;
Watch the video tutorial on Long Seed Grass [[https://youtu.be/l04As0QFFPQ HERE]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long_seed.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long_info.jpg|493px]] [[File:tfx_long_seed_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Turf ==&lt;br /&gt;
[[File:tfx_turf.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_turf_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Cut Turf ==&lt;br /&gt;
[[File:tfx_turf_cut.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_turf_cut_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
[[File:TurfFX-Example0.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:TurfFX-Example1.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
=Clutter Effect Layer=&lt;br /&gt;
&lt;br /&gt;
For help on editing and using the [[Help:Effect_Layer_Dialog|Clutter Effect layer]], click the link.&lt;br /&gt;
&lt;br /&gt;
=Hardware Limitations=&lt;br /&gt;
TurfFX is developed by NVIDIA and is designed to takes advantage of high-end GPU&#039;s with substantial amounts of VRAM.&lt;br /&gt;
&lt;br /&gt;
1. TurfFX is currently supported only for Windows.&lt;br /&gt;
&lt;br /&gt;
2. Whereas Trainz will typically run (albeit slowly, or at reduced settings) on below-spec computers, TurfFX will need to be disabled entirely if the GPU is insufficient. We expect the minimum of a GeForce GTX 750 to get reasonable performance.&lt;br /&gt;
&lt;br /&gt;
3. With TurfFX disabled, the Effect Layers are ignored entirely, and there is no performance penalty for those objects that are disabled.&lt;br /&gt;
&lt;br /&gt;
=TurfFx Asset Creation=&lt;br /&gt;
For detailed information on creating new grass types, crops, weeds etc, please visit [[Effect_Layer_Assets]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
[[Help:Effect_Layer_Dialog]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[Clutter_Effect_Layer]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Effect_Layer]]&amp;lt;br&amp;gt; &lt;br /&gt;
Back to [[Help:TRS19]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Content creation]]&lt;br /&gt;
[[Category:TRS19]]&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:TurfFX_Effect_Layer&amp;diff=22803</id>
		<title>Help:TurfFX Effect Layer</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:TurfFX_Effect_Layer&amp;diff=22803"/>
		<updated>2020-02-13T00:19:36Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Bulk Editing Effect Layers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The TurfFX Effect Layer is an [[Effect Layer]] type which is used to render grass (and similar foliage). As with all effect layers, turf is painted onto the terrain and automatically generates appropriate geometry for the area surrounding the camera. As compared to the [[Clutter Effect Layer]], TurfFX offers less flexibility but substantial improvements to performance which in turn allows for greater density at greater draw distances and effective wind-synchronised animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Turffx Overview=&lt;br /&gt;
&lt;br /&gt;
A TurfFx asset is made up of individual polygon blades with many options to configure each blade in your Turf Effect Layer and within the asset itself. The individual asset creation process is explained in [[Effect_Layer_Assets]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trainz - Content Creation - #36 - Turf Effects (part 1)==&lt;br /&gt;
[https://youtu.be/0zTqYRMIqCs Video]&lt;br /&gt;
&lt;br /&gt;
This first tutorial on Turf Effects explains how to get up and running with painting some grass around your route. The next tutorials on turf will dive into detailed information on all the below parameters.&lt;br /&gt;
&lt;br /&gt;
==Trainz - Content Creation - #37 - Turf Effects (part 2) - Parameters Explained==&lt;br /&gt;
[https://youtu.be/4Yc7epaBoDc Video]&lt;br /&gt;
&lt;br /&gt;
This second tutorial on Turf Effects explains in detail all the parameters that come with a Turf Effect Layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating and Editing Turffx Layers in Surveyor==&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayeredit.jpg]]&lt;br /&gt;
&lt;br /&gt;
NOTE: To return to ground editing mode you select &amp;quot;Ground&amp;quot; option in the dropdown list in the above image&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Effect Layer Window ===&lt;br /&gt;
&lt;br /&gt;
The Effect Layers window allows you to edit your effect properties. The UI in this window will change based on what effect you choose (clutter, turf, something else). &lt;br /&gt;
&lt;br /&gt;
We&#039;ve included some defaults to get you started with TurfFX, and suggest you experiment with each control to customise your effect.&lt;br /&gt;
&lt;br /&gt;
[[file:turf_defaults.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Select ====&lt;br /&gt;
&lt;br /&gt;
This allows you to select any existing effect layers to view and edit their parameters.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerselection.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Delete ====&lt;br /&gt;
&lt;br /&gt;
This button will delete the currently selected effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1b.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Add ===&lt;br /&gt;
&lt;br /&gt;
This button will allow you to create a new effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1c.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Name ====&lt;br /&gt;
&lt;br /&gt;
Enter a name for your effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayername.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Turffx-Asset ====&lt;br /&gt;
&lt;br /&gt;
Select a &amp;quot;Turf&amp;quot; asset you want to use in your turffx layer from the dropdown list. Once selected and named, you can customise how this particular layer will be configured wherever it is painted throughout the route.&lt;br /&gt;
&lt;br /&gt;
Note that if you want short grass and long grass, you need to create two different TurfFX layers, or use the Turffx-Height-Scale data binding.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerasset.jpg]]&lt;br /&gt;
&lt;br /&gt;
==== Turffx-Density Data Binding ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;turffx-density&amp;quot; options and associated &amp;quot;default&amp;quot; value control the [[Effect Layer Data Binding]] (read this link for details) which controls the density of this turffx layer across the route. Density ranges from 0.0 (no turf present) to 1.0 (maximum density).&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerdensity.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerdensitydefaultvalue.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfdensity1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfdensity2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfdensity3.jpg]]&lt;br /&gt;
&lt;br /&gt;
NOTE: The turffx-density parameter (int1, int2, int4 ...etc) determines how accurate your density will be when painting with the height up/down and sensitivity radius in the topology tab. For example, int1 will give you 1 click while painting to get 100% density (off or on). Int4 will give you 1 click for 1/3rd density, 2 clicks for 2/3rds density, 3 clicks for 3/3rds density. Obviously the more accuracy you need the more data will need to be stored so use the appropriate data binding for the effect you require.&lt;br /&gt;
&lt;br /&gt;
==== Turffx-Height-Scale Data Binding ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;turffx-height-scale&amp;quot; options and associated &amp;quot;constant&amp;quot; value control the [[Effect Layer Data Binding]] (read this link for details) which controls the height of this turffx layer across the route. Height ranges from 0.0 (no turf present) to 1.0 (maximum height).&lt;br /&gt;
&lt;br /&gt;
[[File:2018-12-18 105752.png]]&lt;br /&gt;
&lt;br /&gt;
NOTE: The turffx-height-scale parameter (int1, int2, int4 ...etc) determines how accurate your height scale data will be when painting with the height up/down and sensitivity radius in the topology tab. For example, int1 will give you 1 click while painting to get 100% height (i.e. the height is either off or on). Int4 will give you 1 click for 1/3rd height, 2 clicks for 2/3rds height, 3 clicks for full height. Obviously the more accuracy you need the more data will need to be stored so use the appropriate data binding for the effect you require.&lt;br /&gt;
&lt;br /&gt;
==== Geometry-Scale ====&lt;br /&gt;
&lt;br /&gt;
This changes the height of your blade geometry in meters.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayergeometryscale.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Blade-Width ====&lt;br /&gt;
&lt;br /&gt;
This changes the width of your blade geometry in meters.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbladewidth.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Blade-Width-Noise ====&lt;br /&gt;
&lt;br /&gt;
This adds random variation to the width of your blade geometry.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbladewidthnoise.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Blade-Height-Noise ====&lt;br /&gt;
&lt;br /&gt;
This adds random variation to the height of your blade geometry.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbladeheight.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Width-Scale-Near ====&lt;br /&gt;
&lt;br /&gt;
This defines the shape of your blade geometry up close to the camera.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerwidthscalenear.jpg]]&lt;br /&gt;
&lt;br /&gt;
==== Width-Scale-Far ====&lt;br /&gt;
&lt;br /&gt;
This defines the shape of your blade geometry in the distance.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerwidthscalefar.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfshape.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bending-Scale ====&lt;br /&gt;
&lt;br /&gt;
Defines how much your blade geometry will bend in the wind. (bending strength for wind animation)&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbendingscale.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dispersal ====&lt;br /&gt;
&lt;br /&gt;
Dispersal controls the radius around a seed point to place individual grass blades.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerdispersal.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turftdispersal.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bunching ====&lt;br /&gt;
&lt;br /&gt;
Bunching controls radial alignment of individual grass blades around the seed point. Bunching equal to one (1) produces maximally aligned distribution of grass blades, while zero (0) would result in completely random distribution.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbunching.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turftbunching.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Expansion-constant ====&lt;br /&gt;
&lt;br /&gt;
: This affects how many grass blades will be at each point in the grid. Tweaking this number will change the density.&lt;br /&gt;
: Expansion = &amp;quot;expansion-constant&amp;quot; + &amp;quot;expansion-multiplier&amp;quot; * &amp;quot;value0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Try a starting value of 0.3.&lt;br /&gt;
&lt;br /&gt;
==== Expansion-multiplier ====&lt;br /&gt;
&lt;br /&gt;
: This affects how many grass blades will be at each point in the grid. Tweaking this number will change the density.&lt;br /&gt;
: Expansion = &amp;quot;expansion-constant&amp;quot; + &amp;quot;expansion-multiplier&amp;quot; * &amp;quot;value0&amp;quot;&lt;br /&gt;
: Try a starting value of 0.3&lt;br /&gt;
&lt;br /&gt;
==== Number-of-seeds-multiplier ====&lt;br /&gt;
&lt;br /&gt;
: This affects how many new points in each grid to sprout grass blades. Tweaking this number will change the density.&lt;br /&gt;
: Number of Seeds = &amp;quot;number-of-seeds-multiplier&amp;quot; * &amp;quot;value0&amp;quot;&lt;br /&gt;
: Try a starting value of 0.3&lt;br /&gt;
&lt;br /&gt;
== Painting Turffx ==&lt;br /&gt;
&lt;br /&gt;
=== Using Height Up and Down Tool===&lt;br /&gt;
&lt;br /&gt;
Effect Layers are selected in the Advanced Topology Tab. When you change from Ground to any of the Effect Layers you have created, the Height Up, Height Down and Radius tools are used much like the tools in the Paint Tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerpainting.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Using Area Fill Tool===&lt;br /&gt;
You can also select an area and fill the area with your selected Effect Layer Binding. Set the Effect Fill Density slider when using the Fill tool to adjust the density of your effect layer.&lt;br /&gt;
&lt;br /&gt;
=== Painting Tips ===&lt;br /&gt;
* Effect Layers are data intensive, and so you need to work out where you require precision (e.g. in highly visible areas) and where you can use much less precision (e.g. away from the track areas)&lt;br /&gt;
* Using 2.5m precision everywhere will consume your scene budget very quickly.&lt;br /&gt;
* Using the turffx-height-scale tool will raise or lower existing effect layers only. (i.e. you need to paint some density prior to adjusting the height)&lt;br /&gt;
* Experiment with different values such as using 0.001 for dispersal to get that &amp;quot;clumpy&amp;quot; look (then try 0.05, 0.5 etc for different looks)&lt;br /&gt;
* TurfFX is currently not supported during route merge.&lt;br /&gt;
&lt;br /&gt;
== New TurfFX Tools (2020) ==&lt;br /&gt;
&lt;br /&gt;
These new tools will be delivered as part of the Trainz Plus update for Q1 2020 and provide a range of new options to make your task of adding effect layers and using them, easier and more flexible.&lt;br /&gt;
&lt;br /&gt;
=== Adding Effect Layers ===&lt;br /&gt;
You can now choose from a range of Preset options and edit those options as much as you like.&lt;br /&gt;
&lt;br /&gt;
To access these options, go to Topology Tab -&amp;gt; Advanced Section -&amp;gt; Edit/Add effect layers.&lt;br /&gt;
&lt;br /&gt;
If there are no Effect layers already used in the route, you&#039;ll be prompted to create a new one. &lt;br /&gt;
&lt;br /&gt;
Add a name and chose either Turffx or Clutter.&lt;br /&gt;
&lt;br /&gt;
[[File:2020-01-24_105930.png|900px]]&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Using a preset ====&lt;br /&gt;
# Select an Effect Preset using either the arrow keys or dropdown list.&lt;br /&gt;
# (Optional) Toggle the Advanced options so that you can edit the settings as required.&lt;br /&gt;
# Press the check (tick) button to close the Effect Layers window.&lt;br /&gt;
Note: Turf Effects can only render in one viewport. This means if you have the Effect Layers preview window showing the turf will be rendered in that window and not in your route. &lt;br /&gt;
When closing the Effect Layers window any turffx already painted in your route will begin rendering again after a short delay (~5 seconds).&lt;br /&gt;
&lt;br /&gt;
==== Option 2: Using a preset and editing it ====&lt;br /&gt;
# Select an Effect Preset.&lt;br /&gt;
# Toggle Advanced Options.&lt;br /&gt;
# Edit the Advanced Options.&lt;br /&gt;
# Press the check (tick) button to close the Effect Layers window.&lt;br /&gt;
Note: Turf Effects can only render in one viewport. This means if you have the Effect Layers preview window showing the turf will be rendered in that window and not in your route. &lt;br /&gt;
When closing the Effect Layers window any turffx already painted in your route will begin rendering again after a short delay (~5 seconds).&lt;br /&gt;
&lt;br /&gt;
====Presets versus Named Effect Layers====&lt;br /&gt;
It is important to note the difference between Presets and Effect Layers.&lt;br /&gt;
&lt;br /&gt;
Presets are assets. This means they can be saved, uploaded to the DLS, or shared via .cdp. However, you cannot paint using a &amp;quot;Preset&amp;quot; directly.&lt;br /&gt;
&lt;br /&gt;
# To paint, you need to create an &amp;quot;Effect Layer&amp;quot; (which can be made by selecting a Preset). &lt;br /&gt;
# Effect Layers are created per route. &lt;br /&gt;
# Click the + icon to create a new Effect Layer and give it a name (which can be the same as the Preset name if you like).&lt;br /&gt;
# Click the Tick to save the Effect Layer.&lt;br /&gt;
# This named Effect Layer is then available in the dropdown list in the Topology &amp;gt; Advanced tab.&lt;br /&gt;
&lt;br /&gt;
NOTE: If you click the Save icon, you will create a new Preset. Of course you can do both, so that when you start another route, you have the Preset available to select when you create a new Effect Layer.&lt;br /&gt;
&lt;br /&gt;
=== Masking Options ===&lt;br /&gt;
There are new options in the Advanced Section that determine whether effect layers will or won&#039;t be painted in various areas. These options are:&lt;br /&gt;
* Avoid-water (Effects will NOT appear under a water layer)&lt;br /&gt;
* Altitude-range (Effects will NOT appear outside the max/min altitude set)&lt;br /&gt;
* Gradient-range (Effects will NOT appear if the slope exceeds the limit you set)&lt;br /&gt;
* Ground-texture-mask (Effects WILL appear ONLY upon the textures you add to the mask)&lt;br /&gt;
&lt;br /&gt;
EXAMPLE:&lt;br /&gt;
* To apply a mask, open the Advanced Options and scroll down (enlarge the window if required)&lt;br /&gt;
* To add a texture mask click the Add Asset + button&lt;br /&gt;
* Enter the name of each texture you want the effect layer to apply to&lt;br /&gt;
* Save your effect layer&lt;br /&gt;
* Close the editing too and use the painting tools to paint your effect ont he listed texture(s).&lt;br /&gt;
* See [[Effect_Layer#Painting_Effect_Layers|Painting_Effect_Layers]] for how to apply the mask.&lt;br /&gt;
 &lt;br /&gt;
TIP:&lt;br /&gt;
* The accuracy (precision) of effect layers depends on [[TurfFX_Effect_Layer#Turffx-Density_Data_Binding | turffx-density]] settings. &lt;br /&gt;
* The higher the precision (for example float16 or float32 using 10m, 5m or 2.5m grid), the more data required and the larger your route will be.&lt;br /&gt;
* Ensure you add all the textures you want a specific effect layer to appear on.&lt;br /&gt;
&lt;br /&gt;
=== Other New Tools ===&lt;br /&gt;
&lt;br /&gt;
====Get Effect====&lt;br /&gt;
The Get Effect tool is useful to find which &amp;quot;Effect Layer&amp;quot; is painted in a specific area. Once identified, you can then edit the configuration or select the Effect Layer from the dropdown list in Topology &amp;gt; Advanced.&lt;br /&gt;
&lt;br /&gt;
# Click Edit/Add effect layers&lt;br /&gt;
# Click the Get Effect tool. The Preview window is automatically closed and the Effect Layers will display in the world after a few seconds&lt;br /&gt;
# Hover your mouse over various effect layers in the 3D world. &lt;br /&gt;
# As you move your mouse around the terrain, all of the effect layers (both Turffx and Clutter layers) in that area will be listed in the mouseover help dialog&lt;br /&gt;
# If you want to then paint with an identified effect layer, simply select it from  the dropdown list in Topology &amp;gt; Advanced&lt;br /&gt;
# If you want to edit it, click the ground in that area to load the item in the Effect Layers window&lt;br /&gt;
# If you want to edit an item from further down the mouseover list, select the appropriate Effect Layer name from the dropdown in the Effect Layers window.&lt;br /&gt;
&lt;br /&gt;
==== Save as new Preset ====&lt;br /&gt;
You can now save your own configurations to allow you to chose the same effect configuration in a different route.&lt;br /&gt;
&lt;br /&gt;
Note that you will still need to create and name a new Effect Layer in the new route.&lt;br /&gt;
&lt;br /&gt;
# Click Topology Tab -&amp;gt; Advanced Section -&amp;gt; Edit/Add effect layers to open the Effect Layers window.&lt;br /&gt;
# Choose a Preset from the dropdown list in the Effect Layers window.&lt;br /&gt;
# Click the Advanced Toggle to expand the window&lt;br /&gt;
# Adjust the various configurable values to modify the Preset&lt;br /&gt;
# View the changes in the Preview window&lt;br /&gt;
# When happy with the results, click the Save icon above the Preview window&lt;br /&gt;
# The Save dialog opens and you can either save as the same name to overwrite that Preset, or change the name to create a new Preset asset.&lt;br /&gt;
&lt;br /&gt;
TIP: &lt;br /&gt;
* When painting or filling, if you&#039;re wondering why something isn&#039;t applying to an area, check your mask settings for that effect layer.&lt;br /&gt;
&lt;br /&gt;
=== Bulk Editing Effect Layers ===&lt;br /&gt;
&lt;br /&gt;
You can now also use the &amp;quot;Bulk Edit&amp;quot; tool to rapidly update a route from older versions of Trainz to use the TurfFX layers. This will place an effect layer ON TOP of an existing ground texture.&lt;br /&gt;
&lt;br /&gt;
[[File:2020-01-24_125216.png|600px]]&lt;br /&gt;
&lt;br /&gt;
# To access the Topology -&amp;gt; Advanced Section -&amp;gt; [ Select an Effect Layer you have created for this route ] -&amp;gt; Click on the &amp;quot;Bulk fill effect layer&amp;quot; icon.&lt;br /&gt;
# The &amp;quot;Bulk Asset Update/Replace&amp;quot; window appears.&lt;br /&gt;
# In “Assets to update” list, use the Picker to select one or more existing ground textures that you want to apply the effect layer to (or drag a texture from the Paint tab).&lt;br /&gt;
# In “Asset to update with” select the Effect layer to use by dragging from the Topology Advanced tab Effect layer dropdown list.&lt;br /&gt;
# To change the &amp;quot;median&amp;quot; density or height variation use the “Autofill density/height” slider. Which aspect is adjusted depends upon which “TurfFX” option you have selected under the Topology -&amp;gt; Advanced Section -&amp;gt; TurfFX drop down.  &lt;br /&gt;
# (Optional) To randomise fill density click the checkbox and adjust the slider to either create a more uniform fill (0%) to a random fill (100%). &lt;br /&gt;
# (Optional) To further customise where the effects are painted, click the &amp;quot;Skip areas with&amp;quot; checkbox then choose either &amp;quot;Data for this binding&amp;quot; and &amp;quot;Data for effect layers of this type&amp;quot; from the dropdown. This will skip any effect layer vertices which already have effect layer data.&lt;br /&gt;
# Click &amp;quot;Begin&amp;quot; to bulk paint the effect layer on your configuration.&lt;br /&gt;
&lt;br /&gt;
TIPS:&lt;br /&gt;
* Data for this binding means &amp;quot;any grid that has the selected effect layer on it&amp;quot;.&lt;br /&gt;
* Data for effect layers of this type means &amp;quot;any grid that has the selected effect layer type (i.e. turf or clutter)&amp;quot;&lt;br /&gt;
* If you have applied any of the new &amp;quot;masking&amp;quot; options (Avoid-water, Altitude-range, Gradient-range, Ground-texture-mask) to the effect layer you are using, then the results you see in the world will depend on each of the configured settings&lt;br /&gt;
** i.e. If you&#039;re wondering why something isn&#039;t applying to an area, check your mask settings.&lt;br /&gt;
* Bulk Edit adds the effect layer ON TOP of the ground texture. It does not replace the ground texture. To replace a texture, drag another texture into the “Asset to update with” box.&lt;br /&gt;
* Use a [[TurfFX_Effect_Layer#Turffx-Density_Data_Binding | turffx-density]] higher than Int1 to have a greater range of density (precision).&lt;br /&gt;
&lt;br /&gt;
== Bulk Paint Under Splines (2020)==&lt;br /&gt;
With the latest Trainz Plus update (Q1 2020), there is also a new tool designed to quickly apply ballast under your track. Of course you can also apply any other texture under a spline such as grass along a roadside, or fence line.&lt;br /&gt;
&lt;br /&gt;
# From the Tools Menu Select &amp;quot;Bulk Asset Update/Replace&amp;quot;. &lt;br /&gt;
# In “Assets to update” list, use the Picker to select one or more existing splines, or drag more splines from the Track list. &lt;br /&gt;
# In “Asset to update with” select the ground texture you want to use as fill.&lt;br /&gt;
# Under the Paint Tab -&amp;gt; Radius, change the radius to the width you wish to paint. (The smallest radius will give a 10m wide texture).&lt;br /&gt;
# Click &amp;quot;Begin&amp;quot; to bulk paint the ground texture under the spline chosen.&lt;br /&gt;
&lt;br /&gt;
=Example Usage=&lt;br /&gt;
&lt;br /&gt;
== Short Grass ==&lt;br /&gt;
Watch the video tutorial on Short Grass [[https://youtu.be/AgaaPBjHZyA HERE]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_short.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_short_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Medium Grass ==&lt;br /&gt;
Watch the video tutorial on Medium Grass [[https://youtu.be/5TTwidjCuuQ HERE]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Long Grass ==&lt;br /&gt;
Watch the video tutorial on Long Grass [[https://youtu.be/qoH5OfcgfjU HERE]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Long Grass + Long Seed Grass ==&lt;br /&gt;
Watch the video tutorial on Long Seed Grass [[https://youtu.be/l04As0QFFPQ HERE]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long_seed.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long_info.jpg|493px]] [[File:tfx_long_seed_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Turf ==&lt;br /&gt;
[[File:tfx_turf.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_turf_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Cut Turf ==&lt;br /&gt;
[[File:tfx_turf_cut.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_turf_cut_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
[[File:TurfFX-Example0.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:TurfFX-Example1.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
=Clutter Effect Layer=&lt;br /&gt;
&lt;br /&gt;
For help on editing and using the [[Help:Effect_Layer_Dialog|Clutter Effect layer]], click the link.&lt;br /&gt;
&lt;br /&gt;
=Hardware Limitations=&lt;br /&gt;
TurfFX is developed by NVIDIA and is designed to takes advantage of high-end GPU&#039;s with substantial amounts of VRAM.&lt;br /&gt;
&lt;br /&gt;
1. TurfFX is currently supported only for Windows.&lt;br /&gt;
&lt;br /&gt;
2. Whereas Trainz will typically run (albeit slowly, or at reduced settings) on below-spec computers, TurfFX will need to be disabled entirely if the GPU is insufficient. We expect the minimum of a GeForce GTX 750 to get reasonable performance.&lt;br /&gt;
&lt;br /&gt;
3. With TurfFX disabled, the Effect Layers are ignored entirely, and there is no performance penalty for those objects that are disabled.&lt;br /&gt;
&lt;br /&gt;
=TurfFx Asset Creation=&lt;br /&gt;
For detailed information on creating new grass types, crops, weeds etc, please visit [[Effect_Layer_Assets]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
[[Help:Effect_Layer_Dialog]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[Clutter_Effect_Layer]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Effect_Layer]]&amp;lt;br&amp;gt; &lt;br /&gt;
Back to [[Help:TRS19]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Content creation]]&lt;br /&gt;
[[Category:TRS19]]&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:TurfFX_Effect_Layer&amp;diff=22801</id>
		<title>Help:TurfFX Effect Layer</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:TurfFX_Effect_Layer&amp;diff=22801"/>
		<updated>2020-02-12T23:58:53Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Masking Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The TurfFX Effect Layer is an [[Effect Layer]] type which is used to render grass (and similar foliage). As with all effect layers, turf is painted onto the terrain and automatically generates appropriate geometry for the area surrounding the camera. As compared to the [[Clutter Effect Layer]], TurfFX offers less flexibility but substantial improvements to performance which in turn allows for greater density at greater draw distances and effective wind-synchronised animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Turffx Overview=&lt;br /&gt;
&lt;br /&gt;
A TurfFx asset is made up of individual polygon blades with many options to configure each blade in your Turf Effect Layer and within the asset itself. The individual asset creation process is explained in [[Effect_Layer_Assets]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trainz - Content Creation - #36 - Turf Effects (part 1)==&lt;br /&gt;
[https://youtu.be/0zTqYRMIqCs Video]&lt;br /&gt;
&lt;br /&gt;
This first tutorial on Turf Effects explains how to get up and running with painting some grass around your route. The next tutorials on turf will dive into detailed information on all the below parameters.&lt;br /&gt;
&lt;br /&gt;
==Trainz - Content Creation - #37 - Turf Effects (part 2) - Parameters Explained==&lt;br /&gt;
[https://youtu.be/4Yc7epaBoDc Video]&lt;br /&gt;
&lt;br /&gt;
This second tutorial on Turf Effects explains in detail all the parameters that come with a Turf Effect Layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating and Editing Turffx Layers in Surveyor==&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayeredit.jpg]]&lt;br /&gt;
&lt;br /&gt;
NOTE: To return to ground editing mode you select &amp;quot;Ground&amp;quot; option in the dropdown list in the above image&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Effect Layer Window ===&lt;br /&gt;
&lt;br /&gt;
The Effect Layers window allows you to edit your effect properties. The UI in this window will change based on what effect you choose (clutter, turf, something else). &lt;br /&gt;
&lt;br /&gt;
We&#039;ve included some defaults to get you started with TurfFX, and suggest you experiment with each control to customise your effect.&lt;br /&gt;
&lt;br /&gt;
[[file:turf_defaults.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Select ====&lt;br /&gt;
&lt;br /&gt;
This allows you to select any existing effect layers to view and edit their parameters.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerselection.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Delete ====&lt;br /&gt;
&lt;br /&gt;
This button will delete the currently selected effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1b.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Add ===&lt;br /&gt;
&lt;br /&gt;
This button will allow you to create a new effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1c.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Name ====&lt;br /&gt;
&lt;br /&gt;
Enter a name for your effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayername.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Turffx-Asset ====&lt;br /&gt;
&lt;br /&gt;
Select a &amp;quot;Turf&amp;quot; asset you want to use in your turffx layer from the dropdown list. Once selected and named, you can customise how this particular layer will be configured wherever it is painted throughout the route.&lt;br /&gt;
&lt;br /&gt;
Note that if you want short grass and long grass, you need to create two different TurfFX layers, or use the Turffx-Height-Scale data binding.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerasset.jpg]]&lt;br /&gt;
&lt;br /&gt;
==== Turffx-Density Data Binding ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;turffx-density&amp;quot; options and associated &amp;quot;default&amp;quot; value control the [[Effect Layer Data Binding]] (read this link for details) which controls the density of this turffx layer across the route. Density ranges from 0.0 (no turf present) to 1.0 (maximum density).&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerdensity.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerdensitydefaultvalue.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfdensity1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfdensity2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfdensity3.jpg]]&lt;br /&gt;
&lt;br /&gt;
NOTE: The turffx-density parameter (int1, int2, int4 ...etc) determines how accurate your density will be when painting with the height up/down and sensitivity radius in the topology tab. For example, int1 will give you 1 click while painting to get 100% density (off or on). Int4 will give you 1 click for 1/3rd density, 2 clicks for 2/3rds density, 3 clicks for 3/3rds density. Obviously the more accuracy you need the more data will need to be stored so use the appropriate data binding for the effect you require.&lt;br /&gt;
&lt;br /&gt;
==== Turffx-Height-Scale Data Binding ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;turffx-height-scale&amp;quot; options and associated &amp;quot;constant&amp;quot; value control the [[Effect Layer Data Binding]] (read this link for details) which controls the height of this turffx layer across the route. Height ranges from 0.0 (no turf present) to 1.0 (maximum height).&lt;br /&gt;
&lt;br /&gt;
[[File:2018-12-18 105752.png]]&lt;br /&gt;
&lt;br /&gt;
NOTE: The turffx-height-scale parameter (int1, int2, int4 ...etc) determines how accurate your height scale data will be when painting with the height up/down and sensitivity radius in the topology tab. For example, int1 will give you 1 click while painting to get 100% height (i.e. the height is either off or on). Int4 will give you 1 click for 1/3rd height, 2 clicks for 2/3rds height, 3 clicks for full height. Obviously the more accuracy you need the more data will need to be stored so use the appropriate data binding for the effect you require.&lt;br /&gt;
&lt;br /&gt;
==== Geometry-Scale ====&lt;br /&gt;
&lt;br /&gt;
This changes the height of your blade geometry in meters.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayergeometryscale.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Blade-Width ====&lt;br /&gt;
&lt;br /&gt;
This changes the width of your blade geometry in meters.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbladewidth.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Blade-Width-Noise ====&lt;br /&gt;
&lt;br /&gt;
This adds random variation to the width of your blade geometry.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbladewidthnoise.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Blade-Height-Noise ====&lt;br /&gt;
&lt;br /&gt;
This adds random variation to the height of your blade geometry.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbladeheight.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Width-Scale-Near ====&lt;br /&gt;
&lt;br /&gt;
This defines the shape of your blade geometry up close to the camera.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerwidthscalenear.jpg]]&lt;br /&gt;
&lt;br /&gt;
==== Width-Scale-Far ====&lt;br /&gt;
&lt;br /&gt;
This defines the shape of your blade geometry in the distance.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerwidthscalefar.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfshape.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bending-Scale ====&lt;br /&gt;
&lt;br /&gt;
Defines how much your blade geometry will bend in the wind. (bending strength for wind animation)&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbendingscale.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dispersal ====&lt;br /&gt;
&lt;br /&gt;
Dispersal controls the radius around a seed point to place individual grass blades.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerdispersal.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turftdispersal.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bunching ====&lt;br /&gt;
&lt;br /&gt;
Bunching controls radial alignment of individual grass blades around the seed point. Bunching equal to one (1) produces maximally aligned distribution of grass blades, while zero (0) would result in completely random distribution.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbunching.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turftbunching.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Expansion-constant ====&lt;br /&gt;
&lt;br /&gt;
: This affects how many grass blades will be at each point in the grid. Tweaking this number will change the density.&lt;br /&gt;
: Expansion = &amp;quot;expansion-constant&amp;quot; + &amp;quot;expansion-multiplier&amp;quot; * &amp;quot;value0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Try a starting value of 0.3.&lt;br /&gt;
&lt;br /&gt;
==== Expansion-multiplier ====&lt;br /&gt;
&lt;br /&gt;
: This affects how many grass blades will be at each point in the grid. Tweaking this number will change the density.&lt;br /&gt;
: Expansion = &amp;quot;expansion-constant&amp;quot; + &amp;quot;expansion-multiplier&amp;quot; * &amp;quot;value0&amp;quot;&lt;br /&gt;
: Try a starting value of 0.3&lt;br /&gt;
&lt;br /&gt;
==== Number-of-seeds-multiplier ====&lt;br /&gt;
&lt;br /&gt;
: This affects how many new points in each grid to sprout grass blades. Tweaking this number will change the density.&lt;br /&gt;
: Number of Seeds = &amp;quot;number-of-seeds-multiplier&amp;quot; * &amp;quot;value0&amp;quot;&lt;br /&gt;
: Try a starting value of 0.3&lt;br /&gt;
&lt;br /&gt;
== Painting Turffx ==&lt;br /&gt;
&lt;br /&gt;
=== Using Height Up and Down Tool===&lt;br /&gt;
&lt;br /&gt;
Effect Layers are selected in the Advanced Topology Tab. When you change from Ground to any of the Effect Layers you have created, the Height Up, Height Down and Radius tools are used much like the tools in the Paint Tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerpainting.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Using Area Fill Tool===&lt;br /&gt;
You can also select an area and fill the area with your selected Effect Layer Binding. Set the Effect Fill Density slider when using the Fill tool to adjust the density of your effect layer.&lt;br /&gt;
&lt;br /&gt;
=== Painting Tips ===&lt;br /&gt;
* Effect Layers are data intensive, and so you need to work out where you require precision (e.g. in highly visible areas) and where you can use much less precision (e.g. away from the track areas)&lt;br /&gt;
* Using 2.5m precision everywhere will consume your scene budget very quickly.&lt;br /&gt;
* Using the turffx-height-scale tool will raise or lower existing effect layers only. (i.e. you need to paint some density prior to adjusting the height)&lt;br /&gt;
* Experiment with different values such as using 0.001 for dispersal to get that &amp;quot;clumpy&amp;quot; look (then try 0.05, 0.5 etc for different looks)&lt;br /&gt;
* TurfFX is currently not supported during route merge.&lt;br /&gt;
&lt;br /&gt;
== New TurfFX Tools (2020) ==&lt;br /&gt;
&lt;br /&gt;
These new tools will be delivered as part of the Trainz Plus update for Q1 2020 and provide a range of new options to make your task of adding effect layers and using them, easier and more flexible.&lt;br /&gt;
&lt;br /&gt;
=== Adding Effect Layers ===&lt;br /&gt;
You can now choose from a range of Preset options and edit those options as much as you like.&lt;br /&gt;
&lt;br /&gt;
To access these options, go to Topology Tab -&amp;gt; Advanced Section -&amp;gt; Edit/Add effect layers.&lt;br /&gt;
&lt;br /&gt;
If there are no Effect layers already used in the route, you&#039;ll be prompted to create a new one. &lt;br /&gt;
&lt;br /&gt;
Add a name and chose either Turffx or Clutter.&lt;br /&gt;
&lt;br /&gt;
[[File:2020-01-24_105930.png|900px]]&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Using a preset ====&lt;br /&gt;
# Select an Effect Preset using either the arrow keys or dropdown list.&lt;br /&gt;
# (Optional) Toggle the Advanced options so that you can edit the settings as required.&lt;br /&gt;
# Press the check (tick) button to close the Effect Layers window.&lt;br /&gt;
Note: Turf Effects can only render in one viewport. This means if you have the Effect Layers preview window showing the turf will be rendered in that window and not in your route. &lt;br /&gt;
When closing the Effect Layers window any turffx already painted in your route will begin rendering again after a short delay (~5 seconds).&lt;br /&gt;
&lt;br /&gt;
==== Option 2: Using a preset and editing it ====&lt;br /&gt;
# Select an Effect Preset.&lt;br /&gt;
# Toggle Advanced Options.&lt;br /&gt;
# Edit the Advanced Options.&lt;br /&gt;
# Press the check (tick) button to close the Effect Layers window.&lt;br /&gt;
Note: Turf Effects can only render in one viewport. This means if you have the Effect Layers preview window showing the turf will be rendered in that window and not in your route. &lt;br /&gt;
When closing the Effect Layers window any turffx already painted in your route will begin rendering again after a short delay (~5 seconds).&lt;br /&gt;
&lt;br /&gt;
====Presets versus Named Effect Layers====&lt;br /&gt;
It is important to note the difference between Presets and Effect Layers.&lt;br /&gt;
&lt;br /&gt;
Presets are assets. This means they can be saved, uploaded to the DLS, or shared via .cdp. However, you cannot paint using a &amp;quot;Preset&amp;quot; directly.&lt;br /&gt;
&lt;br /&gt;
# To paint, you need to create an &amp;quot;Effect Layer&amp;quot; (which can be made by selecting a Preset). &lt;br /&gt;
# Effect Layers are created per route. &lt;br /&gt;
# Click the + icon to create a new Effect Layer and give it a name (which can be the same as the Preset name if you like).&lt;br /&gt;
# Click the Tick to save the Effect Layer.&lt;br /&gt;
# This named Effect Layer is then available in the dropdown list in the Topology &amp;gt; Advanced tab.&lt;br /&gt;
&lt;br /&gt;
NOTE: If you click the Save icon, you will create a new Preset. Of course you can do both, so that when you start another route, you have the Preset available to select when you create a new Effect Layer.&lt;br /&gt;
&lt;br /&gt;
=== Masking Options ===&lt;br /&gt;
There are new options in the Advanced Section that determine whether effect layers will or won&#039;t be painted in various areas. These options are:&lt;br /&gt;
* Avoid-water (Effects will NOT appear under a water layer)&lt;br /&gt;
* Altitude-range (Effects will NOT appear outside the max/min altitude set)&lt;br /&gt;
* Gradient-range (Effects will NOT appear if the slope exceeds the limit you set)&lt;br /&gt;
* Ground-texture-mask (Effects WILL appear ONLY upon the textures you add to the mask)&lt;br /&gt;
** See section &amp;quot;Painting Turffx - Using Height Up and Down Tool&amp;quot; for how to apply the mask.&lt;br /&gt;
 &lt;br /&gt;
TIP:&lt;br /&gt;
* The accuracy (precision) of effect layers depends on [[TurfFX_Effect_Layer#Turffx-Density_Data_Binding | turffx-density]] settings. &lt;br /&gt;
** The higher the precision (for example float16 or float32 using 10m, 5m or 2.5m grid), the more data required and the larger your route will be.&lt;br /&gt;
* Ensure you add all the textures you want a specific effect layer to appear on.&lt;br /&gt;
&lt;br /&gt;
=== Other New Tools ===&lt;br /&gt;
&lt;br /&gt;
====Get Effect====&lt;br /&gt;
The Get Effect tool is useful to find which &amp;quot;Effect Layer&amp;quot; is painted in a specific area. Once identified, you can then edit the configuration or select the Effect Layer from the dropdown list in Topology &amp;gt; Advanced.&lt;br /&gt;
&lt;br /&gt;
# Click Edit/Add effect layers&lt;br /&gt;
# Click the Get Effect tool. The Preview window is automatically closed and the Effect Layers will display in the world after a few seconds&lt;br /&gt;
# Hover your mouse over various effect layers in the 3D world. &lt;br /&gt;
# As you move your mouse around the terrain, all of the effect layers (both Turffx and Clutter layers) in that area will be listed in the mouseover help dialog&lt;br /&gt;
# If you want to then paint with an identified effect layer, simply select it from  the dropdown list in Topology &amp;gt; Advanced&lt;br /&gt;
# If you want to edit it, click the ground in that area to load the item in the Effect Layers window&lt;br /&gt;
# If you want to edit an item from further down the mouseover list, select the appropriate Effect Layer name from the dropdown in the Effect Layers window.&lt;br /&gt;
&lt;br /&gt;
==== Save as new Preset ====&lt;br /&gt;
You can now save your own configurations to allow you to chose the same effect configuration in a different route.&lt;br /&gt;
&lt;br /&gt;
Note that you will still need to create and name a new Effect Layer in the new route.&lt;br /&gt;
&lt;br /&gt;
# Click Topology Tab -&amp;gt; Advanced Section -&amp;gt; Edit/Add effect layers to open the Effect Layers window.&lt;br /&gt;
# Choose a Preset from the dropdown list in the Effect Layers window.&lt;br /&gt;
# Click the Advanced Toggle to expand the window&lt;br /&gt;
# Adjust the various configurable values to modify the Preset&lt;br /&gt;
# View the changes in the Preview window&lt;br /&gt;
# When happy with the results, click the Save icon above the Preview window&lt;br /&gt;
# The Save dialog opens and you can either save as the same name to overwrite that Preset, or change the name to create a new Preset asset.&lt;br /&gt;
&lt;br /&gt;
TIP: &lt;br /&gt;
* When painting or filling, if you&#039;re wondering why something isn&#039;t applying to an area, check your mask settings for that effect layer.&lt;br /&gt;
&lt;br /&gt;
=== Bulk Editing Effect Layers ===&lt;br /&gt;
&lt;br /&gt;
You can now also use the &amp;quot;Bulk Edit&amp;quot; tool to rapidly update a route from older versions of Trainz to use the TurfFX layers. This will place an effect layer ON TOP of an existing ground texture.&lt;br /&gt;
&lt;br /&gt;
[[File:2020-01-24_125216.png|600px]]&lt;br /&gt;
&lt;br /&gt;
# To access the Topology -&amp;gt; Advanced Section -&amp;gt; [ Select an Effect Layer you have created for this route ] -&amp;gt; Click on the &amp;quot;Bulk fill effect layer&amp;quot; icon.&lt;br /&gt;
# The &amp;quot;Bulk Asset Update/Replace&amp;quot; window appears.&lt;br /&gt;
# In “Assets to update” list, use the Picker to select one or more existing ground textures that you want to apply the effect layer to (or drag a texture from the Paint tab).&lt;br /&gt;
# In “Asset to update with” select the Effect layer to use by dragging from the Topology Advanced tab Effect layer dropdown list.&lt;br /&gt;
# To change the &amp;quot;median&amp;quot; density or height variation use the “Autofill density/height” slider. Which aspect is adjusted depends upon which “TurfFX” option you have selected under the Topology -&amp;gt; Advanced Section -&amp;gt; TurfFX drop down.  &lt;br /&gt;
# (Optional) To randomise fill density click the checkbox and adjust the slider to either create a more uniform fill (0%) to a random fill (100%). &lt;br /&gt;
# (Optional) To further customise where the effects are painted, click the &amp;quot;Skip areas with&amp;quot; checkbox then choose either &amp;quot;Data for this binding&amp;quot; and &amp;quot;Data for effect layers of this type&amp;quot; from the dropdown. This will skip any effect layer vertices which already have effect layer data.&lt;br /&gt;
# Click &amp;quot;Begin&amp;quot; to bulk paint the effect layer on your configuration.&lt;br /&gt;
&lt;br /&gt;
TIPS:&lt;br /&gt;
* Data for this binding means &amp;quot;any grid that has the selected effect layer on it&amp;quot;.&lt;br /&gt;
* Data for effect layers of this type means &amp;quot;any grid that has the selected effect layer type (i.e. turf or clutter)&amp;quot;&lt;br /&gt;
* If you have applied any of the new &amp;quot;masking&amp;quot; options (Avoid-water, Altitude-range, Gradient-range, Ground-texture-mask) to the effect layer you are using, then the results you see in the world will depend on each of the configured settings&lt;br /&gt;
i.e. If you&#039;re wondering why something isn&#039;t applying to an area, check your mask settings.&lt;br /&gt;
* Bulk Edit adds the effect layer ON TOP of the ground texture. It does not replace the ground texture. To replace a texture, drag another texture into the “Asset to update with” box.&lt;br /&gt;
* Use a [[TurfFX_Effect_Layer#Turffx-Density_Data_Binding | turffx-density]] higher than Int1 to have a greater range of density (precision).&lt;br /&gt;
&lt;br /&gt;
== Bulk Paint Under Splines (2020)==&lt;br /&gt;
With the latest Trainz Plus update (Q1 2020), there is also a new tool designed to quickly apply ballast under your track. Of course you can also apply any other texture under a spline such as grass along a roadside, or fence line.&lt;br /&gt;
&lt;br /&gt;
# From the Tools Menu Select &amp;quot;Bulk Asset Update/Replace&amp;quot;. &lt;br /&gt;
# In “Assets to update” list, use the Picker to select one or more existing splines, or drag more splines from the Track list. &lt;br /&gt;
# In “Asset to update with” select the ground texture you want to use as fill.&lt;br /&gt;
# Under the Paint Tab -&amp;gt; Radius, change the radius to the width you wish to paint. (The smallest radius will give a 10m wide texture).&lt;br /&gt;
# Click &amp;quot;Begin&amp;quot; to bulk paint the ground texture under the spline chosen.&lt;br /&gt;
&lt;br /&gt;
=Example Usage=&lt;br /&gt;
&lt;br /&gt;
== Short Grass ==&lt;br /&gt;
Watch the video tutorial on Short Grass [[https://youtu.be/AgaaPBjHZyA HERE]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_short.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_short_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Medium Grass ==&lt;br /&gt;
Watch the video tutorial on Medium Grass [[https://youtu.be/5TTwidjCuuQ HERE]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Long Grass ==&lt;br /&gt;
Watch the video tutorial on Long Grass [[https://youtu.be/qoH5OfcgfjU HERE]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Long Grass + Long Seed Grass ==&lt;br /&gt;
Watch the video tutorial on Long Seed Grass [[https://youtu.be/l04As0QFFPQ HERE]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long_seed.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long_info.jpg|493px]] [[File:tfx_long_seed_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Turf ==&lt;br /&gt;
[[File:tfx_turf.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_turf_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Cut Turf ==&lt;br /&gt;
[[File:tfx_turf_cut.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_turf_cut_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
[[File:TurfFX-Example0.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:TurfFX-Example1.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
=Clutter Effect Layer=&lt;br /&gt;
&lt;br /&gt;
For help on editing and using the [[Help:Effect_Layer_Dialog|Clutter Effect layer]], click the link.&lt;br /&gt;
&lt;br /&gt;
=Hardware Limitations=&lt;br /&gt;
TurfFX is developed by NVIDIA and is designed to takes advantage of high-end GPU&#039;s with substantial amounts of VRAM.&lt;br /&gt;
&lt;br /&gt;
1. TurfFX is currently supported only for Windows.&lt;br /&gt;
&lt;br /&gt;
2. Whereas Trainz will typically run (albeit slowly, or at reduced settings) on below-spec computers, TurfFX will need to be disabled entirely if the GPU is insufficient. We expect the minimum of a GeForce GTX 750 to get reasonable performance.&lt;br /&gt;
&lt;br /&gt;
3. With TurfFX disabled, the Effect Layers are ignored entirely, and there is no performance penalty for those objects that are disabled.&lt;br /&gt;
&lt;br /&gt;
=TurfFx Asset Creation=&lt;br /&gt;
For detailed information on creating new grass types, crops, weeds etc, please visit [[Effect_Layer_Assets]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
[[Help:Effect_Layer_Dialog]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[Clutter_Effect_Layer]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Effect_Layer]]&amp;lt;br&amp;gt; &lt;br /&gt;
Back to [[Help:TRS19]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Content creation]]&lt;br /&gt;
[[Category:TRS19]]&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Effect_Layer&amp;diff=22795</id>
		<title>Effect Layer</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Effect_Layer&amp;diff=22795"/>
		<updated>2020-02-12T17:21:26Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Effect Layer Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Effect layers are a new [[TRS19]] feature which offer the ability to use Surveyor to paint various effects beyond the traditional ground height and ground texture. Each effect layer typically offers a number of configuration options, including a configurable data density so that route creators can tune the outcome to their specific requirements, dedicating performance to areas which are important to their route while lowering detail and/or flexibility in other less-important areas in order to maintain high overall performance.&lt;br /&gt;
&lt;br /&gt;
= Effect Layers UI =&lt;br /&gt;
Effect Layers are configured per route. A new &amp;quot;Edit Effect Layers&amp;quot; menu item in the Surveyor main menu pops up an editing dialog which allows the route builder to add, remove, and edit effect layers. An effect layer type is selected when adding a new effect layer, and the type-specific properties for that layer may be adjusted repeatedly until the desired result is achieved. Effect layers are also named, for user convenience.&lt;br /&gt;
&lt;br /&gt;
Most properties of the effect layer are configured on a route-wide basis, however some special properties may be configured to change across the route, using data bindings.&lt;br /&gt;
&lt;br /&gt;
= Configuring Effect Layer Data Bindings =&lt;br /&gt;
Specific effect layer properties support data binding. This allows the route builder to paint (eg. using the ground height tools) the property onto the terrain, rather than setting it to a single value route-wide. For many effect types, this is used to configure the intensity of the effect at various locations on the route, although other properties and data types are also configurable in this manner.&lt;br /&gt;
&lt;br /&gt;
There is a limited amount of data reserved in the route for effect layer data bindings. It is up to the route builder to determine how best to use the available data space to best effect. Each property which supports data binding may be configured with a set resolution (higher resolutions consume more data) and precision (higher precision consumes more data). The route builder determines which effect layer need the most precise control, and dedicates the majority of the available data space to those layers.&lt;br /&gt;
&lt;br /&gt;
Adjusting data bindings is a computationally expensive operation. On a large route, this process can take a number of seconds. An uninterruptible progress indication will show during this process. It is not possible to &amp;quot;undo&amp;quot; a change to a data binding, so the route builder should save changes before editing bindings in an existing route.&lt;br /&gt;
&lt;br /&gt;
= Painting Effect Layers =&lt;br /&gt;
Once an effect layer data binding has been configured, the route builder may begin painting in the effect layer. Surveyor&#039;s &amp;quot;Topology - Advanced&amp;quot; tab offers a new &amp;quot;Effect Layer&amp;quot; picker which allows the route builder to select either &amp;quot;Ground&amp;quot; or one of the effect layer data bindings. A button is also present in this location to quick-open the relevant Effect Layer properties. After selecting the target data binding, the route builder may use the topology tools (height up, height down, etc.) to manipulate the bound data.&lt;br /&gt;
&lt;br /&gt;
As the Surveyor brush size is variable, it is possible to configure a brush which is finer than the precision of the effect layer data binding. This makes it possible to move the brush to a location where painting will have no effect (since it lies between the bound locations, rather than overlapping one or more). In this scenario, the brush will turn red to indicate that painting will have no effect. The route builder must either increase the brush size, or move the brush to a location which overlaps one of the bound locations. Alternatively, the player can consider adjusting the data bindings to have a higher resolution, at the expense of increased data usage.&lt;br /&gt;
&lt;br /&gt;
= Effect Layer Types =&lt;br /&gt;
The current effect layer types are supported:&lt;br /&gt;
&lt;br /&gt;
* [[Clutter Effect Layer]] - for ground clutter such as rocks and foliage.&lt;br /&gt;
* [[TurfFX Effect Layer]] - for various types of grass and grass-like flora.&lt;br /&gt;
&lt;br /&gt;
Return to [[Help:Effect_Layer_Dialog|Effect Layer Home]]&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>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Effect_Layer&amp;diff=22794</id>
		<title>Effect Layer</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Effect_Layer&amp;diff=22794"/>
		<updated>2020-02-12T17:20:45Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Effect Layer Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Effect layers are a new [[TRS19]] feature which offer the ability to use Surveyor to paint various effects beyond the traditional ground height and ground texture. Each effect layer typically offers a number of configuration options, including a configurable data density so that route creators can tune the outcome to their specific requirements, dedicating performance to areas which are important to their route while lowering detail and/or flexibility in other less-important areas in order to maintain high overall performance.&lt;br /&gt;
&lt;br /&gt;
= Effect Layers UI =&lt;br /&gt;
Effect Layers are configured per route. A new &amp;quot;Edit Effect Layers&amp;quot; menu item in the Surveyor main menu pops up an editing dialog which allows the route builder to add, remove, and edit effect layers. An effect layer type is selected when adding a new effect layer, and the type-specific properties for that layer may be adjusted repeatedly until the desired result is achieved. Effect layers are also named, for user convenience.&lt;br /&gt;
&lt;br /&gt;
Most properties of the effect layer are configured on a route-wide basis, however some special properties may be configured to change across the route, using data bindings.&lt;br /&gt;
&lt;br /&gt;
= Configuring Effect Layer Data Bindings =&lt;br /&gt;
Specific effect layer properties support data binding. This allows the route builder to paint (eg. using the ground height tools) the property onto the terrain, rather than setting it to a single value route-wide. For many effect types, this is used to configure the intensity of the effect at various locations on the route, although other properties and data types are also configurable in this manner.&lt;br /&gt;
&lt;br /&gt;
There is a limited amount of data reserved in the route for effect layer data bindings. It is up to the route builder to determine how best to use the available data space to best effect. Each property which supports data binding may be configured with a set resolution (higher resolutions consume more data) and precision (higher precision consumes more data). The route builder determines which effect layer need the most precise control, and dedicates the majority of the available data space to those layers.&lt;br /&gt;
&lt;br /&gt;
Adjusting data bindings is a computationally expensive operation. On a large route, this process can take a number of seconds. An uninterruptible progress indication will show during this process. It is not possible to &amp;quot;undo&amp;quot; a change to a data binding, so the route builder should save changes before editing bindings in an existing route.&lt;br /&gt;
&lt;br /&gt;
= Painting Effect Layers =&lt;br /&gt;
Once an effect layer data binding has been configured, the route builder may begin painting in the effect layer. Surveyor&#039;s &amp;quot;Topology - Advanced&amp;quot; tab offers a new &amp;quot;Effect Layer&amp;quot; picker which allows the route builder to select either &amp;quot;Ground&amp;quot; or one of the effect layer data bindings. A button is also present in this location to quick-open the relevant Effect Layer properties. After selecting the target data binding, the route builder may use the topology tools (height up, height down, etc.) to manipulate the bound data.&lt;br /&gt;
&lt;br /&gt;
As the Surveyor brush size is variable, it is possible to configure a brush which is finer than the precision of the effect layer data binding. This makes it possible to move the brush to a location where painting will have no effect (since it lies between the bound locations, rather than overlapping one or more). In this scenario, the brush will turn red to indicate that painting will have no effect. The route builder must either increase the brush size, or move the brush to a location which overlaps one of the bound locations. Alternatively, the player can consider adjusting the data bindings to have a higher resolution, at the expense of increased data usage.&lt;br /&gt;
&lt;br /&gt;
= Effect Layer Types =&lt;br /&gt;
The current effect layer types are supported:&lt;br /&gt;
&lt;br /&gt;
* [[Clutter Effect Layer]] - for ground clutter such as rocks and foliage.&lt;br /&gt;
* [[TurfFX Effect Layer]] - for various types of grass and grass-like flora.&lt;br /&gt;
* Return to [[Help:Effect_Layer_Dialog|Effect Layer Home]]&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>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:TRS19_Trainz_Settings&amp;diff=22646</id>
		<title>Help:TRS19 Trainz Settings</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:TRS19_Trainz_Settings&amp;diff=22646"/>
		<updated>2020-01-28T22:45:50Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Compatibility Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Trainz Settings window provides access to a range of settings for Trainz, including performance settings, the location of your LocalData folder, and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Tab==&lt;br /&gt;
The General Tab provides access to screen resolution and other general options of Trainz.&lt;br /&gt;
&lt;br /&gt;
[[File:2018-06-13 122616.png|270px]]&lt;br /&gt;
&lt;br /&gt;
===Display Selection===&lt;br /&gt;
The Display Selection box provides an option for you to select which display (screen) to use. If you only have one display, then only one option will be available.&lt;br /&gt;
&lt;br /&gt;
===Full Screen===&lt;br /&gt;
The Full Screen option allows you to force Trainz to run in Full Screen mode with no borders. This will run at the [[#Display Resolution|Display Resolution]] selected. You can also toggle full screen whilst running Trainz by pressing ALT + Enter on your keyboard.&lt;br /&gt;
&lt;br /&gt;
When not in full screen, Trainz will run in a window which you can adjust by dragging the edges or corners to the size you want. This will automatically adjust the resolution to match.&lt;br /&gt;
&lt;br /&gt;
===Display Resolution===&lt;br /&gt;
The Display Resolution option can only be changed when the [[#Full Screen|Full Screen]] option is enabled.&lt;br /&gt;
&lt;br /&gt;
This option allows you to set the display resolution of Trainz when running in full screen mode, including when toggled with the ALT + Enter keyboard command.&lt;br /&gt;
&lt;br /&gt;
===Vertical Sync===&lt;br /&gt;
The Vertical Sync option is used to help with smoothness when running Trainz, particularly at lower frame rates.&lt;br /&gt;
&lt;br /&gt;
====Full====&lt;br /&gt;
At full, whenever the frame rate drops below 60frames per second (FPS) there will be a &#039;skip&#039; in smoothness. If the frame rate is consistently below 60 then there will be regular skipping of frames. If you see frame rates above 60FPS, but still inconsistent then this option will help make Trainz run smoother.&lt;br /&gt;
&lt;br /&gt;
====Half====&lt;br /&gt;
The default setting is Half. This forces the maximum number of frames to be 30FPS at all times. This allows a much smoother frame rate if your computer runs below 60FPS and above 30FPS. If you see frame rates below 30FPS then you may still see skips.&lt;br /&gt;
&lt;br /&gt;
====None====&lt;br /&gt;
Setting Vertical Sync to &#039;None&#039; will turn Vertical Sync off completely. In this case there will be no capping of the framerate, and as such it may vary a lot which may cause stuttering. On very high performance hardware you may wish to try running with Vertical Sync off.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
This options allows you to change the language that TRS2019 displays.&lt;br /&gt;
&lt;br /&gt;
===Compatibility Mode===&lt;br /&gt;
This option allows you to select &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;compatibility mode for &amp;lt;u&amp;gt;scripts&amp;lt;/u&amp;gt; in Trainz&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. This currently defaults to &#039;Maximize Compatibility&#039; and may remain unless you&#039;re developing scripts for routes and sessions made in TRS2019. Additionally developers may wish to try running in &#039;stream objects&#039; or &#039;maximize performance&#039; mods to test for script performance changes.&lt;br /&gt;
&lt;br /&gt;
* Running one of the other options may cause older scripts to not function. &lt;br /&gt;
* This developer tool should not be interpreted to be a performance tool similar to a GFX card setting for &amp;quot;best quality \ best performance&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Manage content as thumbnails===&lt;br /&gt;
This option allows you to set Trainz Content to display all content as thumbnails, rather than as a list.&lt;br /&gt;
&lt;br /&gt;
===Enable game controller support===&lt;br /&gt;
This option enables support for game controllers, such as the Rail Driver controller. See the [[Help:TANE_Raildriver|Rail Driver]] page for further information on setting up a RailDriver controller with Trainz.&lt;br /&gt;
&lt;br /&gt;
== Install Tab ==&lt;br /&gt;
The install tab provides access to change the LocalData folder, and to check for updates for Trainz.&lt;br /&gt;
&lt;br /&gt;
[[File:2018-06-13 122628.png|270px]]&lt;br /&gt;
&lt;br /&gt;
===Local Data folder===&lt;br /&gt;
Your LocalData folder contains all of your downloaded/installed content, as well as your settings for Trainz. This will default to the AppData on C:\ drive (for Windows), or the Library directory on the main drive (OSx/Mac). If you have limited space on your main drive then it may be ideal to move it to another drive.&lt;br /&gt;
&lt;br /&gt;
You can specify an alternate location for storing content by pressing the &#039;...&#039; button. To avoid dataloss if you have already created or downloaded content, please see [[Help:Moving_Content|Moving Content]] for information on moving your existing LocalData.&lt;br /&gt;
&lt;br /&gt;
===Check for Trainz updates...===&lt;br /&gt;
This option will check for any available updates for Trainz.&lt;br /&gt;
&lt;br /&gt;
===Change Trainz update stream===&lt;br /&gt;
This option will allow you to change the update stream for Trainz, such as to access a public beta test.&lt;br /&gt;
&lt;br /&gt;
==Performance Tab==&lt;br /&gt;
The Performance tab provides many options that adjust the graphics in Trainz, which in turn allow you to tune the look and performance of Trainz. Please note, many of these options require you to restart Trainz (close all windows, including the launcher window, then re-open Trainz) to take effect. The higher the setting, the greater the detail but also the greater the impact it will have on performance, depending on your hardware. These settings are also adjusted by the [[Help:Performance_Configurator|Performance Configurator]].&lt;br /&gt;
&lt;br /&gt;
[[File:2018-06-13 122553.png|270px]]&lt;br /&gt;
&lt;br /&gt;
Please see the [[Help:Video_Settings|Video Settings]] page for information on each of these settings, and how to tune these settings for different hardware configurations.&lt;br /&gt;
&lt;br /&gt;
== Internet Tab==&lt;br /&gt;
The Internet Tab allows you to view and set your MyTrainz account details, and view your First Class Ticket status.&lt;br /&gt;
&lt;br /&gt;
[[File:2018-06-13 122607.png|270px]]&lt;br /&gt;
&lt;br /&gt;
===MyTrainz account===&lt;br /&gt;
Your MyTrainz account is the account registered on the Trainz Store, Trainz Portal, or Auran.com websites. If you do not yet have one, then click on the Create Account button to create a new account.&lt;br /&gt;
&lt;br /&gt;
This account provides access to all of the online features in Trainz, including the Download Station!&lt;br /&gt;
&lt;br /&gt;
Once created, enter your username and password into the boxes provided and then press enter to allow Trainz to log in. Please Note, your username and password are case sensitive. For Trainz Store purchases, Trainz will be automatically registered to the username it was purchased through.&lt;br /&gt;
&lt;br /&gt;
For Steam and Mac AppStore purchases, Trainz is registered to your account when it first logs into the first MyTrainz account entered into the settings.&lt;br /&gt;
&lt;br /&gt;
You can only register Trainz to one MyTrainz account. Your registration is not transferable to another account.&lt;br /&gt;
&lt;br /&gt;
===First Class Ticket Status===&lt;br /&gt;
Your First Class Ticket status is shown here. First Class Tickets provide access to the First Class server on the Download Station to download new content for Trainz at faster speeds, without any daily download limits and provides priority download access over the free server. You only need one First Class Ticket per account, it will then be available to all versions registered to that account.&lt;br /&gt;
&lt;br /&gt;
==Dev Tab==&lt;br /&gt;
The Dev tab provides a range of displays and settings intended for content developers.&lt;br /&gt;
&lt;br /&gt;
[[File:2018-06-13 122612.png|270px]]&lt;br /&gt;
&lt;br /&gt;
===UserID===&lt;br /&gt;
This is the UserID number for your account. This number is the first number used in the asset id/kuid number of any content that you create.&lt;br /&gt;
&lt;br /&gt;
===Daily backups to keep===&lt;br /&gt;
When content is removed by Trainz, either by you or during part of a database update or rebuild (ie the content is damaged, or there is another item with the same AssetID installed), it will be moved to the Backups folder of your LocalData.&lt;br /&gt;
&lt;br /&gt;
This option allows you to set how many days worth of backups will be kept. Currently defaults to 1. Please note, these backups may not always be usable, and are intended for advanced users only. We recommend keeping manual backups of content yourself. See [[Help:Backing_Up_Content|Backing Up Content]] for instructions on this.&lt;br /&gt;
&lt;br /&gt;
===Time Scaling===&lt;br /&gt;
This allows you to speed up Trainz, such as to allow you to run through sessions much quicker to allow you to debug a session easily.&lt;br /&gt;
&lt;br /&gt;
===Debug render===&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
===Enable advanced debug tools===&lt;br /&gt;
This option allows you to enable advanced debug tools, such as script debug tools and Post Processing tools.&lt;br /&gt;
&lt;br /&gt;
===Show Script Exception Notifications===&lt;br /&gt;
This allows you to enable the script exception notifications in Trainz. These indicate issues/errors with scripts in Trainz, and are useful for debugging scripted functions (ie driver commands, custom scripts for trains, etc) that may not be working as expected.&lt;br /&gt;
&lt;br /&gt;
Script exceptions will appear in Trainz as a red &#039;bug&#039; icon at the bottom right. Click on this to view the script exceptions that have appeared up to that point in the session. If none have appeared, the red bug icon will not appear.&lt;br /&gt;
&lt;br /&gt;
===Log script output===&lt;br /&gt;
This will allow the script output to be placed into the Logs. You can view the logs by clicking on &#039;Developer&#039;, then click on &#039;Show Logs&#039;. You may wish to &#039;Clear Logs&#039; first to start with a clean display.&lt;br /&gt;
&lt;br /&gt;
===Log script message handling===&lt;br /&gt;
This option will allow the logging of script message handling in Trainz.&lt;br /&gt;
&lt;br /&gt;
Return to [[TRS19 | TRS19 Home Page]] - [[Help:TRS19_Launcher|TRS2019 Launcher]] - [[Help:TRS19|TRS19 Help]]&lt;br /&gt;
[[Category:TRS19]][[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:TurfFX_Effect_Layer&amp;diff=22645</id>
		<title>Help:TurfFX Effect Layer</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:TurfFX_Effect_Layer&amp;diff=22645"/>
		<updated>2020-01-28T17:02:59Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Painting Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The TurfFX Effect Layer is an [[Effect Layer]] type which is used to render grass (and similar foliage). As with all effect layers, turf is painted onto the terrain and automatically generates appropriate geometry for the area surrounding the camera. As compared to the [[Clutter Effect Layer]], TurfFX offers less flexibility but substantial improvements to performance which in turn allows for greater density at greater draw distances and effective wind-synchronised animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Turffx Overview=&lt;br /&gt;
&lt;br /&gt;
A TurfFx asset is made up of individual polygon blades with many options to configure each blade in your Turf Effect Layer and within the asset itself. The individual asset creation process is explained in [[Effect_Layer_Assets]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trainz - Content Creation - #36 - Turf Effects (part 1)==&lt;br /&gt;
[https://youtu.be/0zTqYRMIqCs Video]&lt;br /&gt;
&lt;br /&gt;
This first tutorial on Turf Effects explains how to get up and running with painting some grass around your route. The next tutorials on turf will dive into detailed information on all the below parameters.&lt;br /&gt;
&lt;br /&gt;
==Trainz - Content Creation - #37 - Turf Effects (part 2) - Parameters Explained==&lt;br /&gt;
[https://youtu.be/4Yc7epaBoDc Video]&lt;br /&gt;
&lt;br /&gt;
This second tutorial on Turf Effects explains in detail all the parameters that come with a Turf Effect Layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating and Editing Turffx Layers in Surveyor==&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayeredit.jpg]]&lt;br /&gt;
&lt;br /&gt;
NOTE: To return to ground editing mode you select &amp;quot;Ground&amp;quot; option in the dropdown list in the above image&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Effect Layer Window ===&lt;br /&gt;
&lt;br /&gt;
The Effect Layers window allows you to edit your effect properties. The UI in this window will change based on what effect you choose (clutter, turf, something else). &lt;br /&gt;
&lt;br /&gt;
We&#039;ve included some defaults to get you started with TurfFX, and suggest you experiment with each control to customise your effect.&lt;br /&gt;
&lt;br /&gt;
[[file:turf_defaults.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Select ====&lt;br /&gt;
&lt;br /&gt;
This allows you to select any existing effect layers to view and edit their parameters.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerselection.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Delete ====&lt;br /&gt;
&lt;br /&gt;
This button will delete the currently selected effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1b.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Add ===&lt;br /&gt;
&lt;br /&gt;
This button will allow you to create a new effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1c.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Name ====&lt;br /&gt;
&lt;br /&gt;
Enter a name for your effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayername.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Turffx-Asset ====&lt;br /&gt;
&lt;br /&gt;
Select a &amp;quot;Turf&amp;quot; asset you want to use in your turffx layer from the dropdown list. Once selected and named, you can customise how this particular layer will be configured wherever it is painted throughout the route.&lt;br /&gt;
&lt;br /&gt;
Note that if you want short grass and long grass, you need to create two different TurfFX layers, or use the Turffx-Height-Scale data binding.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerasset.jpg]]&lt;br /&gt;
&lt;br /&gt;
==== Turffx-Density Data Binding ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;turffx-density&amp;quot; options and associated &amp;quot;default&amp;quot; value control the [[Effect Layer Data Binding]] (read this link for details) which controls the density of this turffx layer across the route. Density ranges from 0.0 (no turf present) to 1.0 (maximum density).&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerdensity.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerdensitydefaultvalue.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfdensity1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfdensity2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfdensity3.jpg]]&lt;br /&gt;
&lt;br /&gt;
NOTE: The turffx-density parameter (int1, int2, int4 ...etc) determines how accurate your density will be when painting with the height up/down and sensitivity radius in the topology tab. For example, int1 will give you 1 click while painting to get 100% density (off or on). Int4 will give you 1 click for 1/3rd density, 2 clicks for 2/3rds density, 3 clicks for 3/3rds density. Obviously the more accuracy you need the more data will need to be stored so use the appropriate data binding for the effect you require.&lt;br /&gt;
&lt;br /&gt;
==== Turffx-Height-Scale Data Binding ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;turffx-height-scale&amp;quot; options and associated &amp;quot;constant&amp;quot; value control the [[Effect Layer Data Binding]] (read this link for details) which controls the height of this turffx layer across the route. Height ranges from 0.0 (no turf present) to 1.0 (maximum height).&lt;br /&gt;
&lt;br /&gt;
[[File:2018-12-18 105752.png]]&lt;br /&gt;
&lt;br /&gt;
NOTE: The turffx-height-scale parameter (int1, int2, int4 ...etc) determines how accurate your height scale data will be when painting with the height up/down and sensitivity radius in the topology tab. For example, int1 will give you 1 click while painting to get 100% height (i.e. the height is either off or on). Int4 will give you 1 click for 1/3rd height, 2 clicks for 2/3rds height, 3 clicks for full height. Obviously the more accuracy you need the more data will need to be stored so use the appropriate data binding for the effect you require.&lt;br /&gt;
&lt;br /&gt;
==== Geometry-Scale ====&lt;br /&gt;
&lt;br /&gt;
This changes the height of your blade geometry in meters.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayergeometryscale.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Blade-Width ====&lt;br /&gt;
&lt;br /&gt;
This changes the width of your blade geometry in meters.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbladewidth.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Blade-Width-Noise ====&lt;br /&gt;
&lt;br /&gt;
This adds random variation to the width of your blade geometry.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbladewidthnoise.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Blade-Height-Noise ====&lt;br /&gt;
&lt;br /&gt;
This adds random variation to the height of your blade geometry.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbladeheight.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Width-Scale-Near ====&lt;br /&gt;
&lt;br /&gt;
This defines the shape of your blade geometry up close to the camera.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerwidthscalenear.jpg]]&lt;br /&gt;
&lt;br /&gt;
==== Width-Scale-Far ====&lt;br /&gt;
&lt;br /&gt;
This defines the shape of your blade geometry in the distance.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerwidthscalefar.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfshape.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bending-Scale ====&lt;br /&gt;
&lt;br /&gt;
Defines how much your blade geometry will bend in the wind. (bending strength for wind animation)&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbendingscale.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dispersal ====&lt;br /&gt;
&lt;br /&gt;
Dispersal controls the radius around a seed point to place individual grass blades.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerdispersal.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turftdispersal.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bunching ====&lt;br /&gt;
&lt;br /&gt;
Bunching controls radial alignment of individual grass blades around the seed point. Bunching equal to one (1) produces maximally aligned distribution of grass blades, while zero (0) would result in completely random distribution.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbunching.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turftbunching.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Expansion-constant ====&lt;br /&gt;
&lt;br /&gt;
: This affects how many grass blades will be at each point in the grid. Tweaking this number will change the density.&lt;br /&gt;
: Expansion = &amp;quot;expansion-constant&amp;quot; + &amp;quot;expansion-multiplier&amp;quot; * &amp;quot;value0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Try a starting value of 0.3.&lt;br /&gt;
&lt;br /&gt;
==== Expansion-multiplier ====&lt;br /&gt;
&lt;br /&gt;
: This affects how many grass blades will be at each point in the grid. Tweaking this number will change the density.&lt;br /&gt;
: Expansion = &amp;quot;expansion-constant&amp;quot; + &amp;quot;expansion-multiplier&amp;quot; * &amp;quot;value0&amp;quot;&lt;br /&gt;
: Try a starting value of 0.3&lt;br /&gt;
&lt;br /&gt;
==== Number-of-seeds-multiplier ====&lt;br /&gt;
&lt;br /&gt;
: This affects how many new points in each grid to sprout grass blades. Tweaking this number will change the density.&lt;br /&gt;
: Number of Seeds = &amp;quot;number-of-seeds-multiplier&amp;quot; * &amp;quot;value0&amp;quot;&lt;br /&gt;
: Try a starting value of 0.3&lt;br /&gt;
&lt;br /&gt;
== Painting Turffx ==&lt;br /&gt;
&lt;br /&gt;
=== Using Height Up and Down Tool===&lt;br /&gt;
&lt;br /&gt;
Effect Layers are selected in the Advanced Topology Tab. When you change from Ground to any of the Effect Layers you have created, the Height Up, Height Down and Radius tools are used much like the tools in the Paint Tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerpainting.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Using Area Fill Tool===&lt;br /&gt;
You can also select an area and fill the area with your selected Effect Layer Binding. Set the Effect Fill Density slider when using the Fill tool to adjust the density of your effect layer.&lt;br /&gt;
&lt;br /&gt;
=== Painting Tips ===&lt;br /&gt;
* Effect Layers are data intensive, and so you need to work out where you require precision (e.g. in highly visible areas) and where you can use much less precision (e.g. away from the track areas)&lt;br /&gt;
* Using 2.5m precision everywhere will consume your scene budget very quickly.&lt;br /&gt;
* Using the turffx-height-scale tool will raise or lower existing effect layers only. (i.e. you need to paint some density prior to adjusting the height)&lt;br /&gt;
* Experiment with different values such as using 0.001 for dispersal to get that &amp;quot;clumpy&amp;quot; look (then try 0.05, 0.5 etc for different looks)&lt;br /&gt;
* TurfFX is currently not supported during route merge.&lt;br /&gt;
&lt;br /&gt;
== New TurfFX Tools (2020) ==&lt;br /&gt;
&lt;br /&gt;
These new tools will be delivered as part of the Trainz Plus update for Q1 2020 and provide a range of new options to make your task of adding effect layers and using them, easier and more flexible.&lt;br /&gt;
&lt;br /&gt;
=== Adding Effect Layers ===&lt;br /&gt;
You can now choose from a range of Preset options and edit those options as much as you like.&lt;br /&gt;
&lt;br /&gt;
To access these options, go to Topology Tab -&amp;gt; Advanced Section -&amp;gt; Edit/Add effect layers.&lt;br /&gt;
&lt;br /&gt;
If there are no Effect layers already used in the route, you&#039;ll be prompted to create a new one. &lt;br /&gt;
&lt;br /&gt;
Add a name and chose either Turffx or Clutter.&lt;br /&gt;
&lt;br /&gt;
[[File:2020-01-24_105930.png|900px]]&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Using a preset ====&lt;br /&gt;
# Select an Effect Preset using either the arrow keys or dropdown list.&lt;br /&gt;
# (Optional) Toggle the Advanced options so that you can edit the settings as required.&lt;br /&gt;
# Press the check (tick) button to close the Effect Layers window.&lt;br /&gt;
Note: Turf Effects can only render in one viewport. This means if you have the Effect Layers preview window showing the turf will be rendered in that window and not in your route. &lt;br /&gt;
When closing the Effect Layers window any turffx already painted in your route will begin rendering again after a short delay (~5 seconds).&lt;br /&gt;
&lt;br /&gt;
==== Option 2: Using a preset and editing it ====&lt;br /&gt;
# Select an Effect Preset.&lt;br /&gt;
# Toggle Advanced Options.&lt;br /&gt;
# Edit the Advanced Options.&lt;br /&gt;
# Press the check (tick) button to close the Effect Layers window.&lt;br /&gt;
Note: Turf Effects can only render in one viewport. This means if you have the Effect Layers preview window showing the turf will be rendered in that window and not in your route. &lt;br /&gt;
When closing the Effect Layers window any turffx already painted in your route will begin rendering again after a short delay (~5 seconds).&lt;br /&gt;
&lt;br /&gt;
====Presets versus Named Effect Layers====&lt;br /&gt;
It is important to note the difference between Presets and Effect Layers.&lt;br /&gt;
&lt;br /&gt;
Presets are assets. This means they can be saved, uploaded to the DLS, or shared via .cdp. However, you cannot paint using a &amp;quot;Preset&amp;quot; directly.&lt;br /&gt;
&lt;br /&gt;
# To paint, you need to create an &amp;quot;Effect Layer&amp;quot; (which can be made by selecting a Preset). &lt;br /&gt;
# Effect Layers are created per route. &lt;br /&gt;
# Click the + icon to create a new Effect Layer and give it a name (which can be the same as the Preset name if you like).&lt;br /&gt;
# Click the Tick to save the Effect Layer.&lt;br /&gt;
# This named Effect Layer is then available in the dropdown list in the Topology &amp;gt; Advanced tab.&lt;br /&gt;
&lt;br /&gt;
NOTE: If you click the Save icon, you will create a new Preset. Of course you can do both, so that when you start another route, you have the Preset available to select when you create a new Effect Layer.&lt;br /&gt;
&lt;br /&gt;
=== Masking Options ===&lt;br /&gt;
There are new options in the Advanced Section that determine whether effect layers will or won&#039;t be painted in various areas. These options are:&lt;br /&gt;
* Avoid-water (Effects will NOT appear under a water layer)&lt;br /&gt;
* Altitude-range (Effects will NOT appear outside the max/min altitude set)&lt;br /&gt;
* Gradient-range (Effects will NOT appear if the slope exceeds the limit you set)&lt;br /&gt;
* Ground-texture-mask (Effects WILL appear ONLY upon the textures you add to the mask)&lt;br /&gt;
 &lt;br /&gt;
TIP:&lt;br /&gt;
* The accuracy (precision) of effect layers depends on [[TurfFX_Effect_Layer#Turffx-Density_Data_Binding | turffx-density]] settings. The higher the precision (for example float16 or float32 using 10m, 5m or 2.5m grid), the more data required and the larger your route will be.&lt;br /&gt;
* Ensure you add all the textures you want a specific effect layer to appear on. &lt;br /&gt;
&lt;br /&gt;
=== Other New Tools ===&lt;br /&gt;
&lt;br /&gt;
====Get Effect====&lt;br /&gt;
The Get Effect tool is useful to find which &amp;quot;Effect Layer&amp;quot; is painted in a specific area. Once identified, you can then edit the configuration or select the Effect Layer from the dropdown list in Topology &amp;gt; Advanced.&lt;br /&gt;
&lt;br /&gt;
# Click Edit/Add effect layers&lt;br /&gt;
# Click the Get Effect tool. The Preview window is automatically closed and the Effect Layers will display in the world after a few seconds&lt;br /&gt;
# Hover your mouse over various effect layers in the 3D world. &lt;br /&gt;
# As you move your mouse around the terrain, all of the effect layers (both Turffx and Clutter layers) in that area will be listed in the mouseover help dialog&lt;br /&gt;
# If you want to then paint with an identified effect layer, simply select it from  the dropdown list in Topology &amp;gt; Advanced&lt;br /&gt;
# If you want to edit it, click the ground in that area to load the item in the Effect Layers window&lt;br /&gt;
# If you want to edit an item from further down the mouseover list, select the appropriate Effect Layer name from the dropdown in the Effect Layers window.&lt;br /&gt;
&lt;br /&gt;
==== Save as new Preset ====&lt;br /&gt;
You can now save your own configurations to allow you to chose the same effect configuration in a different route.&lt;br /&gt;
&lt;br /&gt;
Note that you will still need to create and name a new Effect Layer in the new route.&lt;br /&gt;
&lt;br /&gt;
# Click Topology Tab -&amp;gt; Advanced Section -&amp;gt; Edit/Add effect layers to open the Effect Layers window.&lt;br /&gt;
# Choose a Preset from the dropdown list in the Effect Layers window.&lt;br /&gt;
# Click the Advanced Toggle to expand the window&lt;br /&gt;
# Adjust the various configurable values to modify the Preset&lt;br /&gt;
# View the changes in the Preview window&lt;br /&gt;
# When happy with the results, click the Save icon above the Preview window&lt;br /&gt;
# The Save dialog opens and you can either save as the same name to overwrite that Preset, or change the name to create a new Preset asset.&lt;br /&gt;
&lt;br /&gt;
TIP: &lt;br /&gt;
* When painting or filling, if you&#039;re wondering why something isn&#039;t applying to an area, check your mask settings for that effect layer.&lt;br /&gt;
&lt;br /&gt;
=== Bulk Editing Effect Layers ===&lt;br /&gt;
&lt;br /&gt;
You can now also use the &amp;quot;Bulk Edit&amp;quot; tool to rapidly update a route from older versions of Trainz to use the TurfFX layers. This will place an effect layer ON TOP of an existing ground texture.&lt;br /&gt;
&lt;br /&gt;
[[File:2020-01-24_125216.png|600px]]&lt;br /&gt;
&lt;br /&gt;
# To access the Topology -&amp;gt; Advanced Section -&amp;gt; [ Select an Effect Layer you have created for this route ] -&amp;gt; Click on the &amp;quot;Bulk fill effect layer&amp;quot; icon.&lt;br /&gt;
# The &amp;quot;Bulk Asset Update/Replace&amp;quot; window appears.&lt;br /&gt;
# In “Assets to update” list, use the Picker to select one or more existing ground textures that you want to apply the effect layer to (or drag a texture from the Paint tab).&lt;br /&gt;
# In “Asset to update with” select the Effect layer to use by dragging from the Topology Advanced tab Effect layer dropdown list.&lt;br /&gt;
# To change the &amp;quot;median&amp;quot; density or height variation use the “Autofill density/height” slider. Which aspect is adjusted depends upon which “TurfFX” option you have selected under the Topology -&amp;gt; Advanced Section -&amp;gt; TurfFX drop down.  &lt;br /&gt;
# (Optional) To randomise fill density click the checkbox and adjust the slider to either create a more uniform fill (0%) to a random fill (100%). &lt;br /&gt;
# (Optional) To further customise where the effects are painted, click the &amp;quot;Skip areas with&amp;quot; checkbox then choose either &amp;quot;Data for this binding&amp;quot; and &amp;quot;Data for effect layers of this type&amp;quot; from the dropdown. This will skip any effect layer vertices which already have effect layer data.&lt;br /&gt;
# Click &amp;quot;Begin&amp;quot; to bulk paint the effect layer on your configuration.&lt;br /&gt;
&lt;br /&gt;
TIPS:&lt;br /&gt;
* Data for this binding means &amp;quot;any grid that has the selected effect layer on it&amp;quot;.&lt;br /&gt;
* Data for effect layers of this type means &amp;quot;any grid that has the selected effect layer type (i.e. turf or clutter)&amp;quot;&lt;br /&gt;
* If you have applied any of the new &amp;quot;masking&amp;quot; options (Avoid-water, Altitude-range, Gradient-range, Ground-texture-mask) to the effect layer you are using, then the results you see in the world will depend on each of the configured settings&lt;br /&gt;
i.e. If you&#039;re wondering why something isn&#039;t applying to an area, check your mask settings.&lt;br /&gt;
* Bulk Edit adds the effect layer ON TOP of the ground texture. It does not replace the ground texture. To replace a texture, drag another texture into the “Asset to update with” box.&lt;br /&gt;
* Use a [[TurfFX_Effect_Layer#Turffx-Density_Data_Binding | turffx-density]] higher than Int1 to have a greater range of density (precision).&lt;br /&gt;
&lt;br /&gt;
== Bulk Paint Under Splines (2020)==&lt;br /&gt;
With the latest Trainz Plus update (Q1 2020), there is also a new tool designed to quickly apply ballast under your track. Of course you can also apply any other texture under a spline such as grass along a roadside, or fence line.&lt;br /&gt;
&lt;br /&gt;
# From the Tools Menu Select &amp;quot;Bulk Asset Update/Replace&amp;quot;. &lt;br /&gt;
# In “Assets to update” list, use the Picker to select one or more existing splines, or drag more splines from the Track list. &lt;br /&gt;
# In “Asset to update with” select the ground texture you want to use as fill.&lt;br /&gt;
# Under the Paint Tab -&amp;gt; Radius, change the radius to the width you wish to paint. (The smallest radius will give a 10m wide texture).&lt;br /&gt;
# Click &amp;quot;Begin&amp;quot; to bulk paint the ground texture under the spline chosen.&lt;br /&gt;
&lt;br /&gt;
=Example Usage=&lt;br /&gt;
&lt;br /&gt;
== Short Grass ==&lt;br /&gt;
Watch the video tutorial on Short Grass [[https://youtu.be/AgaaPBjHZyA HERE]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_short.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_short_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Medium Grass ==&lt;br /&gt;
Watch the video tutorial on Medium Grass [[https://youtu.be/5TTwidjCuuQ HERE]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Long Grass ==&lt;br /&gt;
Watch the video tutorial on Long Grass [[https://youtu.be/qoH5OfcgfjU HERE]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Long Grass + Long Seed Grass ==&lt;br /&gt;
Watch the video tutorial on Long Seed Grass [[https://youtu.be/l04As0QFFPQ HERE]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long_seed.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long_info.jpg|493px]] [[File:tfx_long_seed_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Turf ==&lt;br /&gt;
[[File:tfx_turf.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_turf_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Cut Turf ==&lt;br /&gt;
[[File:tfx_turf_cut.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_turf_cut_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
[[File:TurfFX-Example0.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:TurfFX-Example1.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
=Clutter Effect Layer=&lt;br /&gt;
&lt;br /&gt;
For help on editing and using the [[Help:Effect_Layer_Dialog|Clutter Effect layer]], click the link.&lt;br /&gt;
&lt;br /&gt;
=Hardware Limitations=&lt;br /&gt;
TurfFX is developed by NVIDIA and is designed to takes advantage of high-end GPU&#039;s with substantial amounts of VRAM.&lt;br /&gt;
&lt;br /&gt;
1. TurfFX is currently supported only for Windows.&lt;br /&gt;
&lt;br /&gt;
2. Whereas Trainz will typically run (albeit slowly, or at reduced settings) on below-spec computers, TurfFX will need to be disabled entirely if the GPU is insufficient. We expect the minimum of a GeForce GTX 750 to get reasonable performance.&lt;br /&gt;
&lt;br /&gt;
3. With TurfFX disabled, the Effect Layers are ignored entirely, and there is no performance penalty for those objects that are disabled.&lt;br /&gt;
&lt;br /&gt;
=TurfFx Asset Creation=&lt;br /&gt;
For detailed information on creating new grass types, crops, weeds etc, please visit [[Effect_Layer_Assets]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
[[Help:Effect_Layer_Dialog]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[Clutter_Effect_Layer]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Effect_Layer]]&amp;lt;br&amp;gt; &lt;br /&gt;
Back to [[Help:TRS19]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Content creation]]&lt;br /&gt;
[[Category:TRS19]]&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:Effect_Layer_Dialog&amp;diff=22644</id>
		<title>Help:Effect Layer Dialog</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:Effect_Layer_Dialog&amp;diff=22644"/>
		<updated>2020-01-28T16:56:05Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page outlines how to create and paint your own Clutter Effect layers in Surveyor.&lt;br /&gt;
&lt;br /&gt;
For Help on creating and painting [[Help:TurfFX_Effect_Layer|Turffx layers]], click the link. &lt;br /&gt;
&lt;br /&gt;
== Creating and Editing Clutter Layers ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayertopology1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Effect Layer Window ===&lt;br /&gt;
&lt;br /&gt;
The Effect Layers window allows you to edit your effect properties. The UI in this window will change based on which effect you choose (clutter, turf, something else).&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Select ====&lt;br /&gt;
&lt;br /&gt;
This allows you to select any existing effect layers to view and edit their parameters.&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1a.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Delete ====&lt;br /&gt;
&lt;br /&gt;
This button will delete the currently selected effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1b.jpg]]&lt;br /&gt;
&lt;br /&gt;
==== Add ====&lt;br /&gt;
&lt;br /&gt;
This button will allow you to create a new effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1c.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Name ====&lt;br /&gt;
&lt;br /&gt;
Enter a name for your effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1d.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Clutter-Density Data Binding ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;clutter-density&amp;quot; options and associated &amp;quot;constant&amp;quot; value control the [[Effect Layer Data Binding]] (read this link for details) which controls the density of this clutter layer across the route. Density ranges from 0.0 (no clutter present) to 1.0 (maximum density).&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1e.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1f.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Spacing ====&lt;br /&gt;
&lt;br /&gt;
Determines the spacing in meters between each clutter asset. The smaller the spacing the closer your clutter assets will be to one another (but most likely, the smaller the spacing the worse your performance will be).&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1g.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Random-Rotation ====&lt;br /&gt;
&lt;br /&gt;
If true, randomly rotates every clutter asset in the effect layer. False will rotate each clutter asset to face the same direction.&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1h.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Draw-Distance ====&lt;br /&gt;
&lt;br /&gt;
How far away the clutter layer will render out to in meters. The smaller you can make this the better your performance will be. If you don&#039;t need the default 300 meters and clutter looks fine at 100 meters then do it.  &lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1i.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Mesh-Assets ====&lt;br /&gt;
&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 list the clutter assets&lt;br /&gt;
* Select an asset you want to use in your clutter layer 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 you get a delete button. Click that to remove this asset row.&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1j.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Painting Clutter ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:paintingeffectlayers1.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* When you click once to paint an area, you apply the minimum density of clutter&lt;br /&gt;
* Clicking more times on the same location will increase the denisty up to a maximum point (defined in the settings for that effect layer)&lt;br /&gt;
* Holding the left mouse button will paint at the highest density.&lt;br /&gt;
* Creating higher density clutter layers will reduce performance. &lt;br /&gt;
* To avoid major performance degradation, the engine also begins culling clutter in the distance if there is too much in the scene at one time.&lt;br /&gt;
* Try different combinations of plant and/or rocks to work out which items work best together&lt;br /&gt;
* Adjust the density sliders to adjust the % of each item that appears in your effect layer.&lt;br /&gt;
* Currently each effect layer you create is per route only.&lt;br /&gt;
* TurfFX is currently not supported in route merge.&lt;br /&gt;
&lt;br /&gt;
==Turffx Layers==&lt;br /&gt;
For Help on creating and painting [[Help:TurfFX_Effect_Layer|Turffx layers]], click the link. &lt;br /&gt;
&lt;br /&gt;
[[File:TurfFX-Example0.jpg|800px]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Help:TurfFX_Effect_Layer]]&lt;br /&gt;
&lt;br /&gt;
For specific guidance to make your own clutter assets see: [[Clutter_Effect_Layer]]&lt;br /&gt;
For specific guidance to make your own TurfFX assets see: [[Effect_Layer_Assets]]&lt;br /&gt;
&lt;br /&gt;
Return to [[Help:TRS19|TRS19 Help Page]]&lt;br /&gt;
[[Category:TRS19]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=TrainzUtil&amp;diff=22629</id>
		<title>TrainzUtil</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=TrainzUtil&amp;diff=22629"/>
		<updated>2020-01-24T17:18:10Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[TrainzUtil]] is a command line [[Content Management]] tool.&lt;br /&gt;
&lt;br /&gt;
=Functionality=&lt;br /&gt;
&lt;br /&gt;
[[TrainzUtil]] is capable of performing some content management tasks including:&lt;br /&gt;
* Installation, removal and editing of custom content.&lt;br /&gt;
* Limited searching of local content.&lt;br /&gt;
* Packaging local content for distribution.&lt;br /&gt;
[[TrainzUtil]] provides a small subset of the available content management functions, for most operations [[Content Manager]] should be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Usage=&lt;br /&gt;
&lt;br /&gt;
[[TrainzUtil]] is a command line utility and cannot be started from the [[Help:TRS19 Launcher|Trainz Launcher]].&lt;br /&gt;
*To start [[TrainzUtil]] open a command prompt and navigate to your Trainz &amp;quot;bin&amp;quot; directory (e.g. C:\Program Files\Auran\TS2010\Bin or D:N3V Games\Trainz A New Era etc). &lt;br /&gt;
*You can then launch [[TrainzUtil]] with command arguments as below.&amp;lt;br&amp;gt;&lt;br /&gt;
*In TRS19, you can enable trainzutil by clicking Trainz Settings &amp;gt; Dev &amp;gt; Enable Advanced debug commands, then restarting the game. &lt;br /&gt;
*You can then run the trainzutil commands from Launcher &amp;gt; Developer &amp;gt; Run trainzutil command.&lt;br /&gt;
&lt;br /&gt;
NOTE: Due to the Windows command prompt treating the &#039;&amp;lt;&#039; and &#039;&amp;gt;&#039; characters as pipe operators, be sure to include quotes around any KUID parameters.  For example:&lt;br /&gt;
&lt;br /&gt;
    trainzutil delete &amp;quot;&amp;lt;kuid:87854:982511580&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* TrainzUtil help&lt;br /&gt;
:&#039;&#039;Display TrainzUtil help text.&#039;&#039; (&#039;&#039;...start here to see all current command line entries available&#039;&#039;)&lt;br /&gt;
* TrainzUtil version&lt;br /&gt;
:&#039;&#039;Display the TrainzUtil build version.&#039;&#039;&lt;br /&gt;
* TrainzUtil echo &amp;lt;TEXT&amp;gt;&lt;br /&gt;
:&#039;&#039;Echo the supplied text.&#039;&#039;&lt;br /&gt;
* TrainzUtil time &lt;br /&gt;
:&#039;&#039;Echoes the current time in RFC 822 format.&#039;&#039;&lt;br /&gt;
* TrainzUtil setlanguage &amp;lt;langCode&amp;gt;&lt;br /&gt;
:&#039;&#039;Set the Trainz language to the language code supplied (eg. US, FR, RU, etc).&#039;&#039;&lt;br /&gt;
* TrainzUtil installCDP &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Install an asset from a CDP file.&#039;&#039;&lt;br /&gt;
* TrainzUtil installfrompath &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Install an asset from a directory.&#039;&#039;&lt;br /&gt;
* TrainzUtil installfromdls &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Install an asset from the Auran Download Station.&#039;&#039;&lt;br /&gt;
* TrainzUtil edit &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Open an asset for editing.&#039;&#039;&lt;br /&gt;
* TrainzUtil generateKUID&lt;br /&gt;
:&#039;&#039;Generate a new KUID number in the local user&#039;s KUID range.&#039;&#039;&lt;br /&gt;
* TrainzUtil createCDP &amp;lt;OUTPUT PATH&amp;gt; &amp;lt;KUID1&amp;gt; &amp;lt;KUID2&amp;gt; ... &amp;lt;KUIDX&amp;gt;&lt;br /&gt;
:&#039;&#039;Export assets to a CDP file.&#039;&#039;&lt;br /&gt;
* TrainzUtil repairdatabase&lt;br /&gt;
:&#039;&#039;Repairs the Trainz Asset Database.&#039;&#039;&lt;br /&gt;
* TrainzUtil repairdatabase extended&lt;br /&gt;
:&#039;&#039;Forces DLC packages to be reinstalled and fully repairs database corruption. [https://support.trainzportal.com/index.php?/Knowledgebase/Article/View/36/8/extended-database-repair:Full Details here]&#039;&#039;&lt;br /&gt;
* TrainzUtil printconfig &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Print the contents of an assets config file to the console.&#039;&#039;&lt;br /&gt;
* TrainzUtil backupkeywords&lt;br /&gt;
:&#039;&#039;Backup all the keywords of your assets.&#039;&#039;&lt;br /&gt;
* TrainzUtil importkeywords&lt;br /&gt;
:&#039;&#039;Import keywords into the Trainz Asset Database.&#039;&#039;&lt;br /&gt;
* TrainzUtil add-keyword &amp;lt;keyword&amp;gt; &amp;lt;KUID&amp;gt; [..] &lt;br /&gt;
:&#039;&#039;Add a keyword to the specified assets.&#039;&#039;&lt;br /&gt;
* TrainzUtil remove-keyword &amp;lt;keyword&amp;gt; &amp;lt;KUID&amp;gt; [..] &lt;br /&gt;
:&#039;&#039;Remove a keyword from the specified assets.&#039;&#039;&lt;br /&gt;
* TrainzUtil search-by-keyword &amp;lt;keyword&amp;gt; &lt;br /&gt;
:&#039;&#039;Returns a list of all assets with the specified keyword.&#039;&#039;&lt;br /&gt;
* TrainzUtil commit &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Commit any edits that have been made to the specified asset.&#039;&#039;&lt;br /&gt;
* TrainzUtil revert &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Discard any edits that have been made to the specified asset.&#039;&#039;&lt;br /&gt;
* TrainzUtil delete &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Delete the specified asset from disk.&#039;&#039;&lt;br /&gt;
* TrainzUtil list &amp;lt;KUID&amp;gt; [..] &lt;br /&gt;
:&#039;&#039;Parses the specified kuid list into the results.&#039;&#039;&lt;br /&gt;
* TrainzUtil list-latest-versions &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Get the latest known version of an asset. Multiple KUIDs may be specified as multiple arguments.&#039;&#039;&lt;br /&gt;
* TrainzUtil list-dependencies &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Get an assets direct dependencies.&#039;&#039;&lt;br /&gt;
* TrainzUtil list-dependants &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Get an assets direct dependants.&#039;&#039;&lt;br /&gt;
* TrainzUtil authors&lt;br /&gt;
:&#039;&#039;List of all the authorIDs that have content in the game.&#039;&#039;&lt;br /&gt;
* TrainzUtil searchbycategory [-a] &amp;lt;CategoryList&amp;gt;&lt;br /&gt;
:&#039;&#039;List all the local assets with a category set in this format, &amp;quot;CMP;MESH|BD;-ACTV|VE|SCEN&amp;quot;. Use the -a parameter if you want to search the [[Download Station]] as well.&#039;&#039;&lt;br /&gt;
* TrainzUtil filterbystatus &amp;lt;status&amp;gt; &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;List all assets from the specified list which match the specified status flags.&#039;&#039;&lt;br /&gt;
* TrainzUtil importconsists &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Import an old style Surveyor consist list, creating consist assets for any unknown entries.&#039;&#039;&lt;br /&gt;
* TrainzUtil setnextcontentid &amp;lt;int&amp;gt;&lt;br /&gt;
:&#039;&#039;Provides a &#039;next content ID&#039; hint for the KUID generator.&#039;&#039;&lt;br /&gt;
* TrainzUtil status &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Print the status of the specified asset.&#039;&#039;&lt;br /&gt;
:&#039;&#039;This will output + &amp;lt;KUID&amp;gt; : &amp;lt;Flags&amp;gt; : &amp;lt;category&amp;gt; : &amp;lt;username&amp;gt; where flags are a series of letters with case indicating boolean state. (capital letters are flagged true and lowercase are flagged false.)&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Aa - The asset is archived.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Bb - The asset is builtin or packaged content.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Cc - The asset is in the base content set.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Dd - The asset is on the download station.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Ee - The asset is open for edit.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Ff - The asset is faulty.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Ii - The asset is installed locally.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Ll - The asset is locally modified.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Mm - The asset has missing dependencies.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Oo - The asset is obsolete.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Pp - The asset is listed in the DLS index as payware DLC.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Uu - The asset has an update available.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Xx - The asset is authorised for use in this Trainz installation.&#039;&#039;&lt;br /&gt;
* TrainzUtil validate &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Perform validation and display any errors or warnings relating to this asset.&#039;&#039;&lt;br /&gt;
* TrainzUtil compile &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Compile a script file.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-d&amp;gt; Display gamescript documentation.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-s&amp;gt; Silent mode.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-bPATH&amp;gt; Specify a file path for the compile log.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-pPATH&amp;gt; Specify the output directory.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-oPATH&amp;gt; Specify the output library filename.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;PATH&amp;gt; Input source file.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-iPATH&amp;gt; Additional include path.&#039;&#039;&lt;br /&gt;
* TrainzUtil convert-config &amp;lt;PATH&amp;gt; &lt;br /&gt;
:&#039;&#039;Converts a config.txt file to config.chump or vice versa.&#039;&#039;&lt;br /&gt;
* TrainzUtil open-in-driver [-wait] &amp;lt;KUID&amp;gt; &lt;br /&gt;
:&#039;&#039;Open the specified route or session asset in Driver. Optionally wait until the module is exited.&#039;&#039;&lt;br /&gt;
* TrainzUtil open-in-surveyor [-wait] &amp;lt;KUID&amp;gt; &lt;br /&gt;
:&#039;&#039;Open the specified route or session asset in Surveyor. Optionally wait until the module is exited.&#039;&#039;&lt;br /&gt;
* TrainzUtil open-in-preview [-wait] &amp;lt;KUID&amp;gt; &lt;br /&gt;
:&#039;&#039;Open the specified route or session asset in the asset preview tool. Optionally wait until the module is exited.&#039;&#039;&lt;br /&gt;
* TrainzUtil encrypt &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Encrypt a script file (gs --&amp;gt; gse).&#039;&#039;&lt;br /&gt;
* TrainzUtil export-package &amp;lt;device-type&amp;gt; &amp;lt;package-name&amp;gt; &amp;lt;package-build-number&amp;gt; [&amp;lt;dependency-package-name&amp;gt; ...] &amp;lt;kuid&amp;gt;&lt;br /&gt;
:&#039;&#039;Export assets to a device package. Multiple KUIDs may be specified as multiple arguments.&#039;&#039;&lt;br /&gt;
* TrainzUtil update-package &amp;lt;package-name&amp;gt;&lt;br /&gt;
:&#039;&#039;Update prebuilt data within a package.&#039;&#039;&lt;br /&gt;
* TrainzUtil install-package &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Install a package from the specified path.&#039;&#039;&lt;br /&gt;
* TrainzUtil clean-package [-a] &amp;lt;package-name&amp;gt; &lt;br /&gt;
:&#039;&#039;Remove the local build&#039;s prebuilt data from within a package. Use the -a parameter if you want to strip all prebuilt data.&#039;&#039;&lt;br /&gt;
* TrainzUtil uninstall-package &amp;lt;package-name&amp;gt;&lt;br /&gt;
:&#039;&#039;Uninstall the specified package.&#039;&#039;&lt;br /&gt;
* TrainzUtil list-package-assets &amp;lt;package-name&amp;gt; &lt;br /&gt;
:&#039;&#039;List the assets available in the specified package.&#039;&#039;&lt;br /&gt;
* TrainzUtil prebuild [--force] [--nofail] [--clear] [&amp;lt;KUID&amp;gt; ..] &lt;br /&gt;
:&#039;&#039;Precache all installed content.&#039;&#039;&lt;br /&gt;
* TrainzUtil downloadcontentlistings&lt;br /&gt;
:&#039;&#039;Fully download the latest content listings.&#039;&#039;&lt;br /&gt;
* TrainzUtil listbuilds &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Print the list of installed build numbers to a file.&#039;&#039;&lt;br /&gt;
* TrainzUtil quit &lt;br /&gt;
:&#039;&#039;Requests the GUI to close.&#039;&#039;&lt;br /&gt;
* TrainzUtil async &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Begins running the specified command asynchronously.&#039;&#039;&lt;br /&gt;
* TrainzUtil sync &lt;br /&gt;
:&#039;&#039;Waits for all async commands to complete.&#039;&#039;&lt;br /&gt;
* TrainzUtil wait &amp;lt;seconds&amp;gt; &lt;br /&gt;
:&#039;&#039;Pause for the specified number of seconds.&#039;&#039;&lt;br /&gt;
* TrainzUtil @&amp;lt;file.txt&amp;gt;&lt;br /&gt;
:&#039;&#039;Batch-execute a series of commands from the specified text file (every argument must be between double quotes). Every line of that text file will be processed like a separate call to TrainzUtil&#039;&#039;&lt;br /&gt;
* set &amp;lt;variable&amp;gt; &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, runs the specified command and overwrites the named variable with the result.&#039;&#039;&lt;br /&gt;
* append &amp;lt;variable&amp;gt; &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, runs the specified command and appends the result into the named variable.&#039;&#039;&lt;br /&gt;
* iferr &amp;lt;variable&amp;gt; &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, runs the specified command only if the named variable contains one or more errors.&#039;&#039;&lt;br /&gt;
* iferrflag &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, runs the specified command only if an error has occurred in the batch file execution up to this point.&#039;&#039;&lt;br /&gt;
* ifnone &amp;lt;variable&amp;gt; &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, runs the specified command only if the named variable contains no assets.&#039;&#039;&lt;br /&gt;
* ifhas &amp;lt;variable&amp;gt; &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, runs the specified command only if the named variable contains one or more assets.&#039;&#039;&lt;br /&gt;
* print &amp;lt;variable&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, prints the content of the named variable.&#039;&#039;&lt;br /&gt;
* printerrors &amp;lt;variable&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, prints any errors contained in the named variable.&#039;&#039;&lt;br /&gt;
* abort &amp;lt;TEXT&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch files, aborts processing of the batch file immediately without raising any further errors. If arguments are present, they are logged as a single error string.&#039;&#039;&lt;br /&gt;
* $(&amp;lt;variable&amp;gt;) &lt;br /&gt;
:&#039;&#039;Used as a command parameter in a batch file, replaced with the KUID(s) from the specified variable.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
Due to the Windows command prompt treating the &#039;&amp;lt;&#039; and &#039;&amp;gt;&#039; characters as pipe operators, be sure to include quotes around any KUID parameters.  For example:&lt;br /&gt;
&lt;br /&gt;
    trainzutil delete &amp;quot;&amp;lt;kuid:87854:982511580&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Content Creation]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:TurfFX_Effect_Layer&amp;diff=22593</id>
		<title>Help:TurfFX Effect Layer</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:TurfFX_Effect_Layer&amp;diff=22593"/>
		<updated>2020-01-23T23:52:57Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The TurfFX Effect Layer is an [[Effect Layer]] type which is used to render grass (and similar foliage). As with all effect layers, turf is painted onto the terrain and automatically generates appropriate geometry for the area surrounding the camera. As compared to the [[Clutter Effect Layer]], TurfFX offers less flexibility but substantial improvements to performance which in turn allows for greater density at greater draw distances and effective wind-synchronised animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
A TurfFx asset is made up of individual polygon blades with many options to configure each blade in your Turf Effect Layer and within the asset itself. The individual asset creation process is explained in [[Effect_Layer_Assets]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trainz - Content Creation - #36 - Turf Effects (part 1)==&lt;br /&gt;
[https://youtu.be/0zTqYRMIqCs Video]&lt;br /&gt;
&lt;br /&gt;
This first tutorial on Turf Effects explains how to get up and running with painting some grass around your route. The next tutorials on turf will dive into detailed information on all the below parameters.&lt;br /&gt;
&lt;br /&gt;
==Trainz - Content Creation - #37 - Turf Effects (part 2) - Parameters Explained==&lt;br /&gt;
[https://youtu.be/4Yc7epaBoDc Video]&lt;br /&gt;
&lt;br /&gt;
This second tutorial on Turf Effects explains in detail all the parameters that come with a Turf Effect Layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating and Editing Turffx Layers in Surveyor==&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayeredit.jpg]]&lt;br /&gt;
&lt;br /&gt;
NOTE: To return to ground editing mode you select &amp;quot;Ground&amp;quot; option in the dropdown list in the above image&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Effect Layer Window ===&lt;br /&gt;
&lt;br /&gt;
The Effect Layers window allows you to edit your effect properties. The UI in this window will change based on what effect you choose (clutter, turf, something else). &lt;br /&gt;
&lt;br /&gt;
We&#039;ve included some defaults to get you started with TurfFX, and suggest you experiment with each control to customise your effect.&lt;br /&gt;
&lt;br /&gt;
[[file:turf_defaults.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Select ====&lt;br /&gt;
&lt;br /&gt;
This allows you to select any existing effect layers to view and edit their parameters.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerselection.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Delete ====&lt;br /&gt;
&lt;br /&gt;
This button will delete the currently selected effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1b.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Add ===&lt;br /&gt;
&lt;br /&gt;
This button will allow you to create a new effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1c.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Name ====&lt;br /&gt;
&lt;br /&gt;
Enter a name for your effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayername.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Turffx-Asset ====&lt;br /&gt;
&lt;br /&gt;
Select a &amp;quot;Turf&amp;quot; asset you want to use in your turffx layer from the dropdown list. Once selected and named, you can customise how this particular layer will be configured wherever it is painted throughout the route.&lt;br /&gt;
&lt;br /&gt;
Note that if you want short grass and long grass, you need to create two different TurfFX layers.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerasset.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Turffx-Density Data Binding ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;turffx-density&amp;quot; options and associated &amp;quot;default&amp;quot; value control the [[Effect Layer Data Binding]] (read this link for details) which controls the density of this turffx layer across the route. Density ranges from 0.0 (no turf present) to 1.0 (maximum density).&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerdensity.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerdensitydefaultvalue.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfdensity1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfdensity2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfdensity3.jpg]]&lt;br /&gt;
&lt;br /&gt;
NOTE: The turffx-density parameter (int1, int2, int4 ...etc) determines how accurate your density will be when painting with the height up/down and sensitivity radius in the topology tab. For example, int1 will give you 1 click while painting to get 100% density (off or on). Int4 will give you 1 click for 1/3rd density, 2 clicks for 2/3rds density, 3 clicks for 3/3rds density. Obviously the more accuracy you need the more data will need to be stored so use the appropriate data binding for the effect you require.&lt;br /&gt;
&lt;br /&gt;
==== Turffx-Height-Scale Data Binding ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;turffx-height-scale&amp;quot; options and associated &amp;quot;constant&amp;quot; value control the [[Effect Layer Data Binding]] (read this link for details) which controls the height of this turffx layer across the route. Height ranges from 0.0 (no turf present) to 1.0 (maximum height).&lt;br /&gt;
&lt;br /&gt;
[[File:2018-12-18 105752.png]]&lt;br /&gt;
&lt;br /&gt;
==== Geometry-Scale ====&lt;br /&gt;
&lt;br /&gt;
This changes the height of your blade geometry in meters.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayergeometryscale.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Blade-Width ====&lt;br /&gt;
&lt;br /&gt;
This changes the width of your blade geometry in meters.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbladewidth.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Blade-Width-Noise ====&lt;br /&gt;
&lt;br /&gt;
This adds random variation to the width of your blade geometry.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbladewidthnoise.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Blade-Height-Noise ====&lt;br /&gt;
&lt;br /&gt;
This adds random variation to the height of your blade geometry.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbladeheight.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Width-Scale-Near ====&lt;br /&gt;
&lt;br /&gt;
This defines the shape of your blade geometry up close to the camera.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerwidthscalenear.jpg]]&lt;br /&gt;
&lt;br /&gt;
==== Width-Scale-Far ====&lt;br /&gt;
&lt;br /&gt;
This defines the shape of your blade geometry in the distance.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerwidthscalefar.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfshape.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bending-Scale ====&lt;br /&gt;
&lt;br /&gt;
Defines how much your blade geometry will bend in the wind. (bending strength for wind animation)&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbendingscale.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dispersal ====&lt;br /&gt;
&lt;br /&gt;
Dispersal controls the radius around a seed point to place individual grass blades.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerdispersal.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turftdispersal.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bunching ====&lt;br /&gt;
&lt;br /&gt;
Bunching controls radial alignment of individual grass blades around the seed point. Bunching equal to one (1) produces maximally aligned distribution of grass blades, while zero (0) would result in completely random distribution.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbunching.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turftbunching.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Expansion-constant ====&lt;br /&gt;
&lt;br /&gt;
: This affects how many grass blades will be at each point in the grid. Tweaking this number will change the density.&lt;br /&gt;
: Expansion = &amp;quot;expansion-constant&amp;quot; + &amp;quot;expansion-multiplier&amp;quot; * &amp;quot;value0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Try a starting value of 0.3.&lt;br /&gt;
&lt;br /&gt;
==== Expansion-multiplier ====&lt;br /&gt;
&lt;br /&gt;
: This affects how many grass blades will be at each point in the grid. Tweaking this number will change the density.&lt;br /&gt;
: Expansion = &amp;quot;expansion-constant&amp;quot; + &amp;quot;expansion-multiplier&amp;quot; * &amp;quot;value0&amp;quot;&lt;br /&gt;
: Try a starting value of 0.3&lt;br /&gt;
&lt;br /&gt;
==== Number-of-seeds-multiplier ====&lt;br /&gt;
&lt;br /&gt;
: This affects how many new points in each grid to sprout grass blades. Tweaking this number will change the density.&lt;br /&gt;
: Number of Seeds = &amp;quot;number-of-seeds-multiplier&amp;quot; * &amp;quot;value0&amp;quot;&lt;br /&gt;
: Try a starting value of 0.3&lt;br /&gt;
&lt;br /&gt;
== Painting Turffx ==&lt;br /&gt;
&lt;br /&gt;
=== Using Height Up and Down Tool===&lt;br /&gt;
&lt;br /&gt;
Effect Layers are selected in the Advanced Topology Tab. When you change from Ground to any of the Effect Layers you have created, the Height Up, Height Down and Radius tools are used much like the tools in the Paint Tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerpainting.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Using Area Fill Tool===&lt;br /&gt;
You can also select an area and fill the area with your selected Effect Layer Binding. Set the Effect Fill Density slider when using the Fill tool to adjust the density of your effect layer.&lt;br /&gt;
&lt;br /&gt;
=== Painting Tips ===&lt;br /&gt;
* Effect Layers are data intensive, and so you need to work out where you require precision (e.g. in highly visible areas) and where you can use much less precision (e.g. away from the track areas)&lt;br /&gt;
* Using 2.5m precision everywhere will consume your scene budget very quickly.&lt;br /&gt;
* Using the turffx-height-scale tool will raise or lower existing effect layers only. (i.e. you need to paint some density prior to adjusting the height)&lt;br /&gt;
* Experiment with different values such as using 0.001 for dispersal to get that &amp;quot;clumpy&amp;quot; look (then try 0.05, 0.5 etc for different looks)&lt;br /&gt;
&lt;br /&gt;
== New TurfFX Tools (2020) ==&lt;br /&gt;
&lt;br /&gt;
These new tools will be delivered as part of the Trainz Plus update for Q1 2020 and provide a range of new options to make your task of adding effect layers easier and more flexible.&lt;br /&gt;
&lt;br /&gt;
=== Adding Effect Layers ===&lt;br /&gt;
You can now choose from a range of Preset options and edit those options as much as you like.&lt;br /&gt;
&lt;br /&gt;
To access these options, go to Topology Tab -&amp;gt; Advanced Section -&amp;gt; Edit/Add effect layers.&lt;br /&gt;
&lt;br /&gt;
The default selection is TurfFX, or you can change to Clutter if required.&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Using a preset ====&lt;br /&gt;
* Select an Effect Preset using either the arrow keys or dropdown list.&lt;br /&gt;
* This opens the Advanced options so that you can edit the settings as required. &lt;br /&gt;
* Press the check (tick) button to close the Effect Layers window.&lt;br /&gt;
Note: Turf Effects can only render in one viewport. This means if you have the Effect Layers preview window showing the turf will be rendered in that window and not in your route. When closing the Effect Layers window the turf will begin rendering in your route after about 3 - 5 seconds.&lt;br /&gt;
 &lt;br /&gt;
==== Option 2: Using a preset and editing it ====&lt;br /&gt;
* Select an Effect Preset.&lt;br /&gt;
* Toggle Advanced Options.&lt;br /&gt;
* Edit the Advanced Options.&lt;br /&gt;
* Press the check (tick) button to close the Effect Layers window.&lt;br /&gt;
Note: Turf Effects can only render in one viewport. This means if you have the Effect Layers preview window showing the turf will be rendered in that window and not in your route. When closing the Effect Layers window the turf will begin rendering in your route after about 3 - 5 seconds.&lt;br /&gt;
&lt;br /&gt;
==== Masking Option===&lt;br /&gt;
There are new options in the Advanced Section that determine whether effect layers will or won&#039;t be painted in various areas. These options are:&lt;br /&gt;
* Avoid-water (Effects will NOT appear under a water layer)&lt;br /&gt;
* Altitude-range (Effects will NOT appear outside the max/min altitude set)&lt;br /&gt;
* Gradient-range (Effects will NOT appear if the slope exceeds the limit you set)&lt;br /&gt;
* Ground-texture-mask (Effects WILL appear ONLY upon the textures you add to the mask)&lt;br /&gt;
 &lt;br /&gt;
TIP:&lt;br /&gt;
The accuracy (precision) of effect layers depends on turf-density settings. The higher the precision, the more data required.&lt;br /&gt;
&lt;br /&gt;
=== Bulk Editing Effect Layers===&lt;br /&gt;
&lt;br /&gt;
You can now also &amp;quot;Bulk Edit&amp;quot; to rapidly update a route from older versions of Trainz to use the TurfFX layers.&lt;br /&gt;
&lt;br /&gt;
To access the Topology -&amp;gt; Advanced Section -&amp;gt; [ Select an Effect Layer you have created for this route ] -&amp;gt; Click on &amp;quot;Bulk fill effect layer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Bulk Asset Update/Replace&amp;quot; window appears.&lt;br /&gt;
&lt;br /&gt;
In “Assets to update” list, use the Picker to select one or more existing ground textures that you want to apply the effect layer to.&lt;br /&gt;
&lt;br /&gt;
In “Asset to update with” select the Effect layer to use by dragging from the Topology tab Effect layer dropdown list.&lt;br /&gt;
&lt;br /&gt;
“Autofill density/height” is used to create density or height variation (depending on which “TurfFX” option you have selected under the Topology -&amp;gt; Advanced Section -&amp;gt; TurfFX drop down). This is where you might need more turffx-density higher than Int1 to see better results to increase precision.&lt;br /&gt;
&lt;br /&gt;
There are two configurable options to choose as well:&lt;br /&gt;
* &amp;quot;Randomise fill density by xx%&amp;quot; - A checkbox and slider that changes from a uniform fill to a random fill, where the slider sets the amount of randomisation and the main density slider (beneath the &amp;quot;replace with&amp;quot; asset) sets the median. Ranges from 0% to 100%.&lt;br /&gt;
* &amp;quot;Skip areas with&amp;quot; - A dropdown menu that causes the tool to skip any effect layer vertices which already have effect layer data. Has two options, &amp;quot;Data for this binding&amp;quot; and &amp;quot;Data for effect layers of this type&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Click &amp;quot;Begin&amp;quot; to bulk paint the effect layer on your configuration.&lt;br /&gt;
&lt;br /&gt;
TIP:&lt;br /&gt;
If you have applied any of the new &amp;quot;masking&amp;quot; options (Avoid-water, Altitude-range, Gradient-range, Ground-texture-mask) in your effect layer creation then this could be overriding the results you are seeing.&lt;br /&gt;
&lt;br /&gt;
== Bulk Paint Under Splines ==&lt;br /&gt;
While not related to Turffx, there is also a new tool designed to quickly apply ballast under your track. Of course you can also apply any other texture under a spline such as grass along a roadside, or fenceline.&lt;br /&gt;
&lt;br /&gt;
From the Tools Menu Select &amp;quot;Bulk Asset Update/Replace&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
In “Assets to update” list, use the Picker to select one or more existing splines, or drag more splines from the Track list. &lt;br /&gt;
&lt;br /&gt;
In “Asset to update with” select the ground texture you want to use as fill.&lt;br /&gt;
&lt;br /&gt;
Under the Paint Tab -&amp;gt; Radius, change the radius to the width your wish to paint. (The smallest radius will give a 10m wide texture).&lt;br /&gt;
&lt;br /&gt;
Click &amp;quot;Begin&amp;quot; to bulk paint the effect layer on your configuration.&lt;br /&gt;
&lt;br /&gt;
=Example Usage=&lt;br /&gt;
&lt;br /&gt;
== Short Grass ==&lt;br /&gt;
Watch the video tutorial on Short Grass [[https://youtu.be/AgaaPBjHZyA HERE]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_short.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_short_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Medium Grass ==&lt;br /&gt;
Watch the video tutorial on Medium Grass [[https://youtu.be/5TTwidjCuuQ HERE]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Long Grass ==&lt;br /&gt;
Watch the video tutorial on Long Grass [[https://youtu.be/qoH5OfcgfjU HERE]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Long Grass + Long Seed Grass ==&lt;br /&gt;
Watch the video tutorial on Long Seed Grass [[https://youtu.be/l04As0QFFPQ HERE]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long_seed.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long_info.jpg|493px]] [[File:tfx_long_seed_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Turf ==&lt;br /&gt;
[[File:tfx_turf.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_turf_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Cut Turf ==&lt;br /&gt;
[[File:tfx_turf_cut.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_turf_cut_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
[[File:TurfFX-Example0.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:TurfFX-Example1.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
=Surveyor Bulk Editing Tools=&lt;br /&gt;
&lt;br /&gt;
In future updates we plan on expanding the TurfFX tools to enable global updates such as adding a TurfFX layer to an existing ground texture. These tools, when introduced, will greatly speed up the conversion process from older routes.&lt;br /&gt;
&lt;br /&gt;
=Hardware Limitations=&lt;br /&gt;
TurfFX is developed by NVIDIA and is designed to takes advantage of high-end GPU&#039;s with substantial amounts of VRAM.&lt;br /&gt;
&lt;br /&gt;
1. TurfFX is currently supported only for Windows.&lt;br /&gt;
&lt;br /&gt;
2. Whereas Trainz will typically run (albeit slowly, or at reduced settings) on below-spec computers, TurfFX will need to be disabled entirely if the GPU is insufficient. We expect the minimum of a GeForce GTX 750 to get reasonable performance.&lt;br /&gt;
&lt;br /&gt;
3. With TurfFX disabled, the Effect Layers are ignored entirely, and there is no performance penalty for those objects that are disabled.&lt;br /&gt;
&lt;br /&gt;
=TurfFx Asset Creation=&lt;br /&gt;
For detailed information on creating new grass types, crops, weeds etc, please visit [[Effect_Layer_Assets]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
[[Help:Effect_Layer_Dialog]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[Clutter_Effect_Layer]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Effect_Layer]]&amp;lt;br&amp;gt; &lt;br /&gt;
Back to [[Help:TRS19]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Content creation]]&lt;br /&gt;
[[Category:TRS19]]&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:TurfFX_Effect_Layer&amp;diff=22592</id>
		<title>Help:TurfFX Effect Layer</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:TurfFX_Effect_Layer&amp;diff=22592"/>
		<updated>2020-01-23T21:55:34Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Effect Layer Window */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The TurfFX Effect Layer is an [[Effect Layer]] type which is used to render grass (and similar foliage). As with all effect layers, turf is painted onto the terrain and automatically generates appropriate geometry for the area surrounding the camera. As compared to the [[Clutter Effect Layer]], TurfFX offers less flexibility but substantial improvements to performance which in turn allows for greater density at greater draw distances and effective wind-synchronised animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
A TurfFx asset is made up of individual polygon blades with many options to configure each blade in your Turf Effect Layer and within the asset itself. The individual asset creation process is explained in [[Effect_Layer_Assets]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trainz - Content Creation - #36 - Turf Effects (part 1)==&lt;br /&gt;
[https://youtu.be/0zTqYRMIqCs Video]&lt;br /&gt;
&lt;br /&gt;
This first tutorial on Turf Effects explains how to get up and running with painting some grass around your route. The next tutorials on turf will dive into detailed information on all the below parameters.&lt;br /&gt;
&lt;br /&gt;
==Trainz - Content Creation - #37 - Turf Effects (part 2) - Parameters Explained==&lt;br /&gt;
[https://youtu.be/4Yc7epaBoDc Video]&lt;br /&gt;
&lt;br /&gt;
This second tutorial on Turf Effects explains in detail all the parameters that come with a Turf Effect Layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating and Editing Turffx Layers in Surveyor==&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayeredit.jpg]]&lt;br /&gt;
&lt;br /&gt;
NOTE: To return to ground editing mode you select &amp;quot;Ground&amp;quot; option in the dropdown list in the above image&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Effect Layer Window ===&lt;br /&gt;
&lt;br /&gt;
The Effect Layers window allows you to edit your effect properties. The UI in this window will change based on what effect you choose (clutter, turf, something else). &lt;br /&gt;
&lt;br /&gt;
We&#039;ve included some defaults to get you started with TurfFX, and suggest you experiment with each control to customise your effect.&lt;br /&gt;
&lt;br /&gt;
[[file:turf_defaults.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Select ====&lt;br /&gt;
&lt;br /&gt;
This allows you to select any existing effect layers to view and edit their parameters.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerselection.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Delete ====&lt;br /&gt;
&lt;br /&gt;
This button will delete the currently selected effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1b.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Add ===&lt;br /&gt;
&lt;br /&gt;
This button will allow you to create a new effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1c.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Name ====&lt;br /&gt;
&lt;br /&gt;
Enter a name for your effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayername.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Turffx-Asset ====&lt;br /&gt;
&lt;br /&gt;
Select a &amp;quot;Turf&amp;quot; asset you want to use in your turffx layer from the dropdown list. Once selected and named, you can customise how this particular layer will be configured wherever it is painted throughout the route.&lt;br /&gt;
&lt;br /&gt;
Note that if you want short grass and long grass, you need to create two different TurfFX layers.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerasset.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Turffx-Density Data Binding ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;turffx-density&amp;quot; options and associated &amp;quot;default&amp;quot; value control the [[Effect Layer Data Binding]] (read this link for details) which controls the density of this turffx layer across the route. Density ranges from 0.0 (no turf present) to 1.0 (maximum density).&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerdensity.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerdensitydefaultvalue.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfdensity1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfdensity2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfdensity3.jpg]]&lt;br /&gt;
&lt;br /&gt;
NOTE: The turffx-density parameter (int1, int2, int4 ...etc) determines how accurate your density will be when painting with the height up/down and sensitivity radius in the topology tab. For example, int1 will give you 1 click while painting to get 100% density (off or on). Int4 will give you 1 click for 1/3rd density, 2 clicks for 2/3rds density, 3 clicks for 3/3rds density. Obviously the more accuracy you need the more data will need to be stored so use the appropriate data binding for the effect you require.&lt;br /&gt;
&lt;br /&gt;
==== Turffx-Height-Scale Data Binding ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;turffx-height-scale&amp;quot; options and associated &amp;quot;constant&amp;quot; value control the [[Effect Layer Data Binding]] (read this link for details) which controls the height of this turffx layer across the route. Height ranges from 0.0 (no turf present) to 1.0 (maximum height).&lt;br /&gt;
&lt;br /&gt;
[[File:2018-12-18 105752.png]]&lt;br /&gt;
&lt;br /&gt;
==== Geometry-Scale ====&lt;br /&gt;
&lt;br /&gt;
This changes the height of your blade geometry in meters.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayergeometryscale.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Blade-Width ====&lt;br /&gt;
&lt;br /&gt;
This changes the width of your blade geometry in meters.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbladewidth.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Blade-Width-Noise ====&lt;br /&gt;
&lt;br /&gt;
This adds random variation to the width of your blade geometry.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbladewidthnoise.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Blade-Height-Noise ====&lt;br /&gt;
&lt;br /&gt;
This adds random variation to the height of your blade geometry.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbladeheight.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Width-Scale-Near ====&lt;br /&gt;
&lt;br /&gt;
This defines the shape of your blade geometry up close to the camera.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerwidthscalenear.jpg]]&lt;br /&gt;
&lt;br /&gt;
==== Width-Scale-Far ====&lt;br /&gt;
&lt;br /&gt;
This defines the shape of your blade geometry in the distance.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerwidthscalefar.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfshape.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bending-Scale ====&lt;br /&gt;
&lt;br /&gt;
Defines how much your blade geometry will bend in the wind. (bending strength for wind animation)&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbendingscale.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dispersal ====&lt;br /&gt;
&lt;br /&gt;
Dispersal controls the radius around a seed point to place individual grass blades.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerdispersal.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turftdispersal.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bunching ====&lt;br /&gt;
&lt;br /&gt;
Bunching controls radial alignment of individual grass blades around the seed point. Bunching equal to one (1) produces maximally aligned distribution of grass blades, while zero (0) would result in completely random distribution.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbunching.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turftbunching.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Expansion-constant ====&lt;br /&gt;
&lt;br /&gt;
: This affects how many grass blades will be at each point in the grid. Tweaking this number will change the density.&lt;br /&gt;
: Expansion = &amp;quot;expansion-constant&amp;quot; + &amp;quot;expansion-multiplier&amp;quot; * &amp;quot;value0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Try a starting value of 0.3.&lt;br /&gt;
&lt;br /&gt;
==== Expansion-multiplier ====&lt;br /&gt;
&lt;br /&gt;
: This affects how many grass blades will be at each point in the grid. Tweaking this number will change the density.&lt;br /&gt;
: Expansion = &amp;quot;expansion-constant&amp;quot; + &amp;quot;expansion-multiplier&amp;quot; * &amp;quot;value0&amp;quot;&lt;br /&gt;
: Try a starting value of 0.3&lt;br /&gt;
&lt;br /&gt;
==== Number-of-seeds-multiplier ====&lt;br /&gt;
&lt;br /&gt;
: This affects how many new points in each grid to sprout grass blades. Tweaking this number will change the density.&lt;br /&gt;
: Number of Seeds = &amp;quot;number-of-seeds-multiplier&amp;quot; * &amp;quot;value0&amp;quot;&lt;br /&gt;
: Try a starting value of 0.3&lt;br /&gt;
&lt;br /&gt;
== Painting Turffx ==&lt;br /&gt;
&lt;br /&gt;
=== Using Height Up and Down Tool===&lt;br /&gt;
&lt;br /&gt;
Effect Layers are selected in the Advanced Topology Tab. When you change from Ground to any of the Effect Layers you have created, the Height Up, Height Down and Radius tools are used much like the tools in the Paint Tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerpainting.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Using Area Fill Tool===&lt;br /&gt;
You can also select an area and fill the area with your selected Effect Layer Binding. Set the Effect Fill Density slider when using the Fill tool to adjust the density of your effect layer.&lt;br /&gt;
&lt;br /&gt;
=== Painting Tips ===&lt;br /&gt;
* Effect Layers are data intensive, and so you need to work out where you require precision (e.g. in highly visible areas) and where you can use much less precision (e.g. away from the track areas)&lt;br /&gt;
* Using 2.5m precision everywhere will consume your scene budget very quickly.&lt;br /&gt;
* Using the turffx-height-scale tool will raise or lower existing effect layers only. (i.e. you need to paint some density prior to adjusting the height)&lt;br /&gt;
* Experiment with different values such as using 0.001 for dispersal to get that &amp;quot;clumpy&amp;quot; look (then try 0.05, 0.5 etc for different looks)&lt;br /&gt;
&lt;br /&gt;
== New TurfFX Tools (2020) ==&lt;br /&gt;
&lt;br /&gt;
These new tools will be delivered as part of the Trainz Plus update for Q1 2020 and provide a range of new options to make your task of adding effect layers easier and more flexible.&lt;br /&gt;
&lt;br /&gt;
=== Adding Effect Layers ===&lt;br /&gt;
You can now choose from a range of Preset options and edit those options as much as you like.&lt;br /&gt;
&lt;br /&gt;
To access these options, go to Topology Tab -&amp;gt; Advanced Section -&amp;gt; Edit/Add effect layers.&lt;br /&gt;
&lt;br /&gt;
The default selection is TurfFX, or you can change to Clutter if required.&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Using a preset ====&lt;br /&gt;
* Select an Effect Preset using either the arrow keys or dropdown list.&lt;br /&gt;
* This opens the Advanced options so that you can edit the settings as required. &lt;br /&gt;
* Press the check (tick) button to close the Effect Layers window.&lt;br /&gt;
Note: Turf Effects can only render in one viewport. This means if you have the Effect Layers preview window showing the turf will be rendered in that window and not in your route. When closing the Effect Layers window the turf will begin rendering in your route after about 3 - 5 seconds.&lt;br /&gt;
 &lt;br /&gt;
==== Option 2: Using a preset and editing it ====&lt;br /&gt;
* Select an Effect Preset.&lt;br /&gt;
* Toggle Advanced Options.&lt;br /&gt;
* Edit the Advanced Options.&lt;br /&gt;
* Press the check (tick) button to close the Effect Layers window.&lt;br /&gt;
Note: Turf Effects can only render in one viewport. This means if you have the Effect Layers preview window showing the turf will be rendered in that window and not in your route. When closing the Effect Layers window the turf will begin rendering in your route after about 3 - 5 seconds.&lt;br /&gt;
&lt;br /&gt;
==== Masking Option===&lt;br /&gt;
There are new options in the Advanced Section that determine whether effect layers will or won&#039;t be painted in various areas. These options are:&lt;br /&gt;
* Avoid-water (Effects will NOT appear under a water layer)&lt;br /&gt;
* Altitude-range (Effects will NOT appear outside the max/min altitude set)&lt;br /&gt;
* Gradient-range (Effects will NOT appear if the slope exceeds the limit you set)&lt;br /&gt;
* Ground-texture-mask (Effects WILL appear ONLY upon the textures you add to the mask)&lt;br /&gt;
 &lt;br /&gt;
TIP:&lt;br /&gt;
The accuracy (precision) of effect layers depends on turf-density settings. The higher the precision, the more data required.&lt;br /&gt;
&lt;br /&gt;
=== Bulk Editing Effect Layers===&lt;br /&gt;
&lt;br /&gt;
You can now also &amp;quot;Bulk Edit&amp;quot; to rapidly update a route from older versions of Trainz to use the TurfFX layers.&lt;br /&gt;
&lt;br /&gt;
To access the Topology -&amp;gt; Advanced Section -&amp;gt; [ Select an Effect Layer you have created for this route ] -&amp;gt; Click on &amp;quot;Bulk fill effect layer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Bulk Asset Update/Replace&amp;quot; window appears.&lt;br /&gt;
&lt;br /&gt;
In “Assets to update” list, use the Picker to select one or more existing ground textures that you want to apply the effect layer to.&lt;br /&gt;
&lt;br /&gt;
In “Asset to update with” select the Effect layer to use by dragging from the Topology tab Effect layer dropdown list.&lt;br /&gt;
&lt;br /&gt;
“Autofill density/height” is used to create density or height variation (depending on which “TurfFX” option you have selected under the Topology -&amp;gt; Advanced Section -&amp;gt; TurfFX drop down). This is where you might need more turffx-density higher than Int1 to see better results to increase precision.&lt;br /&gt;
&lt;br /&gt;
There are two configurable options to choose as well:&lt;br /&gt;
* &amp;quot;Randomise fill density by xx%&amp;quot; - A checkbox and slider that changes from a uniform fill to a random fill, where the slider sets the amount of randomisation and the main density slider (beneath the &amp;quot;replace with&amp;quot; asset) sets the median. Ranges from 0% to 100%.&lt;br /&gt;
* &amp;quot;Skip areas with&amp;quot; - A dropdown menu that causes the tool to skip any effect layer vertices which already have effect layer data. Has two options, &amp;quot;Data for this binding&amp;quot; and &amp;quot;Data for effect layers of this type&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Click &amp;quot;Begin&amp;quot; to bulk paint the effect layer on your configuration.&lt;br /&gt;
&lt;br /&gt;
TIP:&lt;br /&gt;
If you have applied any of the new &amp;quot;masking&amp;quot; options (Avoid-water, Altitude-range, Gradient-range, Ground-texture-mask) in your effect layer creation then this could be overriding the results you are seeing.&lt;br /&gt;
&lt;br /&gt;
== Bulk Paint Under Splines ==&lt;br /&gt;
While not related to Turffx, there is also a new tool designed to quickly apply ballast under your track. Of course you can also apply any other texture under a spline such as grass along a roadside, or fenceline.&lt;br /&gt;
&lt;br /&gt;
From the Tools Menu Select &amp;quot;Bulk Asset Update/Replace&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
In “Assets to update” list, use the Picker to select one or more existing splines, or drag more splines from the Track list. &lt;br /&gt;
&lt;br /&gt;
In “Asset to update with” select the ground texture you want to use as fill.&lt;br /&gt;
&lt;br /&gt;
Under the Paint Tab -&amp;gt; Radius, change the radius to the width your wish to paint. (The smallest radius will give a 10m wide texture).&lt;br /&gt;
&lt;br /&gt;
Click &amp;quot;Begin&amp;quot; to bulk paint the effect layer on your configuration.&lt;br /&gt;
&lt;br /&gt;
=Example Usage=&lt;br /&gt;
&lt;br /&gt;
== Short Grass ==&lt;br /&gt;
Watch the video tutorial on Short Grass [[https://youtu.be/AgaaPBjHZyA HERE]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_short.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_short_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Medium Grass ==&lt;br /&gt;
Watch the video tutorial on Medium Grass [[https://youtu.be/5TTwidjCuuQ HERE]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Long Grass ==&lt;br /&gt;
Watch the video tutorial on Long Grass [[https://youtu.be/qoH5OfcgfjU HERE]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Long Grass + Long Seed Grass ==&lt;br /&gt;
Watch the video tutorial on Long Seed Grass [[https://youtu.be/l04As0QFFPQ HERE]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long_seed.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long_info.jpg|493px]] [[File:tfx_long_seed_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Turf ==&lt;br /&gt;
[[File:tfx_turf.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_turf_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Cut Turf ==&lt;br /&gt;
[[File:tfx_turf_cut.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_turf_cut_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
[[File:TurfFX-Example0.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:TurfFX-Example1.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
=Surveyor Bulk Editing Tools=&lt;br /&gt;
&lt;br /&gt;
In future updates we plan on expanding the TurfFX tools to enable global updates such as adding a TurfFX layer to an existing ground texture. These tools, when introduced, will greatly speed up the conversion process from older routes.&lt;br /&gt;
&lt;br /&gt;
=Hardware Limitations=&lt;br /&gt;
TurfFX is developed by NVIDIA and is designed to takes advantage of high-end GPU&#039;s with substantial amounts of VRAM.&lt;br /&gt;
&lt;br /&gt;
1. TurfFX is currently supported only for Windows.&lt;br /&gt;
&lt;br /&gt;
2. Whereas Trainz will typically run (albeit slowly, or at reduced settings) on below-spec computers, TurfFX will need to be disabled entirely if the GPU is insufficient. We expect the minimum of a GeForce GTX 750 to get reasonable performance.&lt;br /&gt;
&lt;br /&gt;
3. With TurfFX disabled, the Effect Layers are ignored entirely, and there is no performance penalty for those objects that are disabled.&lt;br /&gt;
&lt;br /&gt;
=TurfFx Asset Creation=&lt;br /&gt;
For detailed information on creating new grass types, crops, weeds etc, please visit [[Effect_Layer_Assets]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
[[Help:Effect_Layer_Dialog]]&lt;br /&gt;
[[Clutter_Effect_Layer]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Effect_Layer]]&lt;br /&gt;
Back to [[Help:TRS19]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Content creation]]&lt;br /&gt;
[[Category:TRS19]]&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:TurfFX_Effect_Layer&amp;diff=22591</id>
		<title>Help:TurfFX Effect Layer</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:TurfFX_Effect_Layer&amp;diff=22591"/>
		<updated>2020-01-23T21:36:23Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* New Turffx Tools (2020) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The TurfFX Effect Layer is an [[Effect Layer]] type which is used to render grass (and similar foliage). As with all effect layers, turf is painted onto the terrain and automatically generates appropriate geometry for the area surrounding the camera. As compared to the [[Clutter Effect Layer]], TurfFX offers less flexibility but substantial improvements to performance which in turn allows for greater density at greater draw distances and effective wind-synchronised animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
A TurfFx asset is made up of individual polygon blades with many options to configure each blade in your Turf Effect Layer and within the asset itself. The individual asset creation process is explained in [[Effect_Layer_Assets]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trainz - Content Creation - #36 - Turf Effects (part 1)==&lt;br /&gt;
[https://youtu.be/0zTqYRMIqCs Video]&lt;br /&gt;
&lt;br /&gt;
This first tutorial on Turf Effects explains how to get up and running with painting some grass around your route. The next tutorials on turf will dive into detailed information on all the below parameters.&lt;br /&gt;
&lt;br /&gt;
==Trainz - Content Creation - #37 - Turf Effects (part 2) - Parameters Explained==&lt;br /&gt;
[https://youtu.be/4Yc7epaBoDc Video]&lt;br /&gt;
&lt;br /&gt;
This second tutorial on Turf Effects explains in detail all the parameters that come with a Turf Effect Layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating and Editing Turffx Layers in Surveyor==&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayeredit.jpg]]&lt;br /&gt;
&lt;br /&gt;
NOTE: To return to ground editing mode you select &amp;quot;Ground&amp;quot; option in the dropdown list in the above image&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Effect Layer Window ===&lt;br /&gt;
&lt;br /&gt;
The Effect Layers window allows you to edit your effect properties. The UI in this window will change based on what effect you choose (clutter, turf, something else). &lt;br /&gt;
&lt;br /&gt;
We&#039;ve included some defaults to get you started with TurFX, and suggest you experiment with each control to customise your effect.&lt;br /&gt;
&lt;br /&gt;
[[file:turf_defaults.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Select ====&lt;br /&gt;
&lt;br /&gt;
This allows you to select any existing effect layers to view and edit their parameters.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerselection.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Delete ====&lt;br /&gt;
&lt;br /&gt;
This button will delete the currently selected effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1b.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Add ===&lt;br /&gt;
&lt;br /&gt;
This button will allow you to create a new effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:effectlayerwindow1c.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Name ====&lt;br /&gt;
&lt;br /&gt;
Enter a name for your effect layer.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayername.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Turffx-Asset ====&lt;br /&gt;
&lt;br /&gt;
Select a &amp;quot;Turf&amp;quot; asset you want to use in your turffx layer from the dropdown list. Once selected and named, you can customise how this particular layer will be configured wherever it is painted throughout the route.&lt;br /&gt;
&lt;br /&gt;
Note that if you want short grass and long grass, you need to create two different TurfFX layers.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerasset.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Turffx-Density Data Binding ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;turffx-density&amp;quot; options and associated &amp;quot;default&amp;quot; value control the [[Effect Layer Data Binding]] (read this link for details) which controls the density of this turffx layer across the route. Density ranges from 0.0 (no turf present) to 1.0 (maximum density).&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerdensity.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerdensitydefaultvalue.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfdensity1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfdensity2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfdensity3.jpg]]&lt;br /&gt;
&lt;br /&gt;
NOTE: The turffx-density parameter (int1, int2, int4 ...etc) determines how accurate your density will be when painting with the height up/down and sensitivity radius in the topology tab. For example, int1 will give you 1 click while painting to get 100% density (off or on). Int4 will give you 1 click for 1/3rd density, 2 clicks for 2/3rds density, 3 clicks for 3/3rds density. Obviously the more accuracy you need the more data will need to be stored so use the appropriate data binding for the effect you require.&lt;br /&gt;
&lt;br /&gt;
==== Turffx-Height-Scale Data Binding ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;turffx-height-scale&amp;quot; options and associated &amp;quot;constant&amp;quot; value control the [[Effect Layer Data Binding]] (read this link for details) which controls the height of this turffx layer across the route. Height ranges from 0.0 (no turf present) to 1.0 (maximum height).&lt;br /&gt;
&lt;br /&gt;
[[File:2018-12-18 105752.png]]&lt;br /&gt;
&lt;br /&gt;
==== Geometry-Scale ====&lt;br /&gt;
&lt;br /&gt;
This changes the height of your blade geometry in meters.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayergeometryscale.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Blade-Width ====&lt;br /&gt;
&lt;br /&gt;
This changes the width of your blade geometry in meters.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbladewidth.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Blade-Width-Noise ====&lt;br /&gt;
&lt;br /&gt;
This adds random variation to the width of your blade geometry.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbladewidthnoise.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Blade-Height-Noise ====&lt;br /&gt;
&lt;br /&gt;
This adds random variation to the height of your blade geometry.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbladeheight.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Width-Scale-Near ====&lt;br /&gt;
&lt;br /&gt;
This defines the shape of your blade geometry up close to the camera.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerwidthscalenear.jpg]]&lt;br /&gt;
&lt;br /&gt;
==== Width-Scale-Far ====&lt;br /&gt;
&lt;br /&gt;
This defines the shape of your blade geometry in the distance.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerwidthscalefar.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turfshape.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bending-Scale ====&lt;br /&gt;
&lt;br /&gt;
Defines how much your blade geometry will bend in the wind. (bending strength for wind animation)&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbendingscale.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dispersal ====&lt;br /&gt;
&lt;br /&gt;
Dispersal controls the radius around a seed point to place individual grass blades.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerdispersal.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turftdispersal.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bunching ====&lt;br /&gt;
&lt;br /&gt;
Bunching controls radial alignment of individual grass blades around the seed point. Bunching equal to one (1) produces maximally aligned distribution of grass blades, while zero (0) would result in completely random distribution.&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerbunching.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[file:turftbunching.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Expansion-constant ====&lt;br /&gt;
&lt;br /&gt;
: This affects how many grass blades will be at each point in the grid. Tweaking this number will change the density.&lt;br /&gt;
: Expansion = &amp;quot;expansion-constant&amp;quot; + &amp;quot;expansion-multiplier&amp;quot; * &amp;quot;value0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Try a starting value of 0.3.&lt;br /&gt;
&lt;br /&gt;
==== Expansion-multiplier ====&lt;br /&gt;
&lt;br /&gt;
: This affects how many grass blades will be at each point in the grid. Tweaking this number will change the density.&lt;br /&gt;
: Expansion = &amp;quot;expansion-constant&amp;quot; + &amp;quot;expansion-multiplier&amp;quot; * &amp;quot;value0&amp;quot;&lt;br /&gt;
: Try a starting value of 0.3&lt;br /&gt;
&lt;br /&gt;
==== Number-of-seeds-multiplier ====&lt;br /&gt;
&lt;br /&gt;
: This affects how many new points in each grid to sprout grass blades. Tweaking this number will change the density.&lt;br /&gt;
: Number of Seeds = &amp;quot;number-of-seeds-multiplier&amp;quot; * &amp;quot;value0&amp;quot;&lt;br /&gt;
: Try a starting value of 0.3&lt;br /&gt;
&lt;br /&gt;
== Painting Turffx ==&lt;br /&gt;
&lt;br /&gt;
=== Using Height Up and Down Tool===&lt;br /&gt;
&lt;br /&gt;
Effect Layers are selected in the Advanced Topology Tab. When you change from Ground to any of the Effect Layers you have created, the Height Up, Height Down and Radius tools are used much like the tools in the Paint Tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:turfeffectlayerpainting.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Using Area Fill Tool===&lt;br /&gt;
You can also select an area and fill the area with your selected Effect Layer Binding. Set the Effect Fill Density slider when using the Fill tool to adjust the density of your effect layer.&lt;br /&gt;
&lt;br /&gt;
=== Painting Tips ===&lt;br /&gt;
* Effect Layers are data intensive, and so you need to work out where you require precision (e.g. in highly visible areas) and where you can use much less precision (e.g. away from the track areas)&lt;br /&gt;
* Using 2.5m precision everywhere will consume your scene budget very quickly.&lt;br /&gt;
* Using the turffx-height-scale tool will raise or lower existing effect layers only. (i.e. you need to paint some density prior to adjusting the height)&lt;br /&gt;
* Experiment with different values such as using 0.001 for dispersal to get that &amp;quot;clumpy&amp;quot; look (then try 0.05, 0.5 etc for different looks)&lt;br /&gt;
&lt;br /&gt;
== New TurfFX Tools (2020) ==&lt;br /&gt;
&lt;br /&gt;
These new tools will be delivered as part of the Trainz Plus update for Q1 2020 and provide a range of new options to make your task of adding effect layers easier and more flexible.&lt;br /&gt;
&lt;br /&gt;
=== Adding Effect Layers ===&lt;br /&gt;
You can now choose from a range of Preset options and edit those options as much as you like.&lt;br /&gt;
&lt;br /&gt;
To access these options, go to Topology Tab -&amp;gt; Advanced Section -&amp;gt; Edit/Add effect layers.&lt;br /&gt;
&lt;br /&gt;
The default selection is TurfFX, or you can change to Clutter if required.&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Using a preset ====&lt;br /&gt;
* Select an Effect Preset using either the arrow keys or dropdown list.&lt;br /&gt;
* This opens the Advanced options so that you can edit the settings as required. &lt;br /&gt;
* Press the check (tick) button to close the Effect Layers window.&lt;br /&gt;
Note: Turf Effects can only render in one viewport. This means if you have the Effect Layers preview window showing the turf will be rendered in that window and not in your route. When closing the Effect Layers window the turf will begin rendering in your route after about 3 - 5 seconds.&lt;br /&gt;
 &lt;br /&gt;
==== Option 2: Using a preset and editing it ====&lt;br /&gt;
* Select an Effect Preset.&lt;br /&gt;
* Toggle Advanced Options.&lt;br /&gt;
* Edit the Advanced Options.&lt;br /&gt;
* Press the check (tick) button to close the Effect Layers window.&lt;br /&gt;
Note: Turf Effects can only render in one viewport. This means if you have the Effect Layers preview window showing the turf will be rendered in that window and not in your route. When closing the Effect Layers window the turf will begin rendering in your route after about 3 - 5 seconds.&lt;br /&gt;
&lt;br /&gt;
==== Masking Option===&lt;br /&gt;
There are new options in the Advanced Section that determine whether effect layers will or won&#039;t be painted in various areas. These options are:&lt;br /&gt;
* Avoid-water (Effects will NOT appear under a water layer)&lt;br /&gt;
* Altitude-range (Effects will NOT appear outside the max/min altitude set)&lt;br /&gt;
* Gradient-range (Effects will NOT appear if the slope exceeds the limit you set)&lt;br /&gt;
* Ground-texture-mask (Effects WILL appear ONLY upon the textures you add to the mask)&lt;br /&gt;
 &lt;br /&gt;
TIP:&lt;br /&gt;
The accuracy (precision) of effect layers depends on turf-density settings. The higher the precision, the more data required.&lt;br /&gt;
&lt;br /&gt;
=== Bulk Editing Effect Layers===&lt;br /&gt;
&lt;br /&gt;
You can now also &amp;quot;Bulk Edit&amp;quot; to rapidly update a route from older versions of Trainz to use the TurfFX layers.&lt;br /&gt;
&lt;br /&gt;
To access the Topology -&amp;gt; Advanced Section -&amp;gt; [ Select an Effect Layer you have created for this route ] -&amp;gt; Click on &amp;quot;Bulk fill effect layer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Bulk Asset Update/Replace&amp;quot; window appears.&lt;br /&gt;
&lt;br /&gt;
In “Assets to update” list, use the Picker to select one or more existing ground textures that you want to apply the effect layer to.&lt;br /&gt;
&lt;br /&gt;
In “Asset to update with” select the Effect layer to use by dragging from the Topology tab Effect layer dropdown list.&lt;br /&gt;
&lt;br /&gt;
“Autofill density/height” is used to create density or height variation (depending on which “TurfFX” option you have selected under the Topology -&amp;gt; Advanced Section -&amp;gt; TurfFX drop down). This is where you might need more turffx-density higher than Int1 to see better results to increase precision.&lt;br /&gt;
&lt;br /&gt;
There are two configurable options to choose as well:&lt;br /&gt;
* &amp;quot;Randomise fill density by xx%&amp;quot; - A checkbox and slider that changes from a uniform fill to a random fill, where the slider sets the amount of randomisation and the main density slider (beneath the &amp;quot;replace with&amp;quot; asset) sets the median. Ranges from 0% to 100%.&lt;br /&gt;
* &amp;quot;Skip areas with&amp;quot; - A dropdown menu that causes the tool to skip any effect layer vertices which already have effect layer data. Has two options, &amp;quot;Data for this binding&amp;quot; and &amp;quot;Data for effect layers of this type&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Click &amp;quot;Begin&amp;quot; to bulk paint the effect layer on your configuration.&lt;br /&gt;
&lt;br /&gt;
TIP:&lt;br /&gt;
If you have applied any of the new &amp;quot;masking&amp;quot; options (Avoid-water, Altitude-range, Gradient-range, Ground-texture-mask) in your effect layer creation then this could be overriding the results you are seeing.&lt;br /&gt;
&lt;br /&gt;
== Bulk Paint Under Splines ==&lt;br /&gt;
While not related to Turffx, there is also a new tool designed to quickly apply ballast under your track. Of course you can also apply any other texture under a spline such as grass along a roadside, or fenceline.&lt;br /&gt;
&lt;br /&gt;
From the Tools Menu Select &amp;quot;Bulk Asset Update/Replace&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
In “Assets to update” list, use the Picker to select one or more existing splines, or drag more splines from the Track list. &lt;br /&gt;
&lt;br /&gt;
In “Asset to update with” select the ground texture you want to use as fill.&lt;br /&gt;
&lt;br /&gt;
Under the Paint Tab -&amp;gt; Radius, change the radius to the width your wish to paint. (The smallest radius will give a 10m wide texture).&lt;br /&gt;
&lt;br /&gt;
Click &amp;quot;Begin&amp;quot; to bulk paint the effect layer on your configuration.&lt;br /&gt;
&lt;br /&gt;
=Example Usage=&lt;br /&gt;
&lt;br /&gt;
== Short Grass ==&lt;br /&gt;
Watch the video tutorial on Short Grass [[https://youtu.be/AgaaPBjHZyA HERE]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_short.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_short_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Medium Grass ==&lt;br /&gt;
Watch the video tutorial on Medium Grass [[https://youtu.be/5TTwidjCuuQ HERE]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Long Grass ==&lt;br /&gt;
Watch the video tutorial on Long Grass [[https://youtu.be/qoH5OfcgfjU HERE]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Long Grass + Long Seed Grass ==&lt;br /&gt;
Watch the video tutorial on Long Seed Grass [[https://youtu.be/l04As0QFFPQ HERE]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long_seed.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_long_info.jpg|493px]] [[File:tfx_long_seed_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Turf ==&lt;br /&gt;
[[File:tfx_turf.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_turf_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Cut Turf ==&lt;br /&gt;
[[File:tfx_turf_cut.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:tfx_turf_cut_info.jpg|493px]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
[[File:TurfFX-Example0.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:TurfFX-Example1.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
=Surveyor Bulk Editing Tools=&lt;br /&gt;
&lt;br /&gt;
In future updates we plan on expanding the TurfFX tools to enable global updates such as adding a TurfFX layer to an existing ground texture. These tools, when introduced, will greatly speed up the conversion process from older routes.&lt;br /&gt;
&lt;br /&gt;
=Hardware Limitations=&lt;br /&gt;
TurfFX is developed by NVIDIA and is designed to takes advantage of high-end GPU&#039;s with substantial amounts of VRAM.&lt;br /&gt;
&lt;br /&gt;
1. TurfFX is currently supported only for Windows.&lt;br /&gt;
&lt;br /&gt;
2. Whereas Trainz will typically run (albeit slowly, or at reduced settings) on below-spec computers, TurfFX will need to be disabled entirely if the GPU is insufficient. We expect the minimum of a GeForce GTX 750 to get reasonable performance.&lt;br /&gt;
&lt;br /&gt;
3. With TurfFX disabled, the Effect Layers are ignored entirely, and there is no performance penalty for those objects that are disabled.&lt;br /&gt;
&lt;br /&gt;
=TurfFx Asset Creation=&lt;br /&gt;
For detailed information on creating new grass types, crops, weeds etc, please visit [[Effect_Layer_Assets]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
[[Help:Effect_Layer_Dialog]]&lt;br /&gt;
[[Clutter_Effect_Layer]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Effect_Layer]]&lt;br /&gt;
Back to [[Help:TRS19]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Content creation]]&lt;br /&gt;
[[Category:TRS19]]&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:Importing_Content&amp;diff=22581</id>
		<title>Help:Importing Content</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:Importing_Content&amp;diff=22581"/>
		<updated>2020-01-22T15:10:18Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Recommended Methods of Transferring Content==&lt;br /&gt;
There are several different methods that can be used to transfer content between different installations/versions of Trainz. Some are more suitable for smaller amounts of content, whilst others are suited to large amounts of content.&lt;br /&gt;
&lt;br /&gt;
Use the Status column to avoid content marked as ‘payware’, ‘built-in’, or ‘installed from DLS’. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #ff9797;border-style: dotted; width:800px; overflow:auto; &amp;quot;&amp;gt;&lt;br /&gt;
* DO NOT attempt to transfer content marked as ‘payware’ or ‘built-in’ manually as it will not include the textures and will show as faulty.&amp;lt;br&amp;gt;&lt;br /&gt;
* This content is downloaded via in-game Asset Download window. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is also recommended that content marked as ‘installed from DLS’ be downloaded again, see section [[#Content from the Download Station|Content From Download Station]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Using Columns in Content Manager===&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-usingcolumns&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide Using Columns in Content Manager&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;overflow:auto;&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-usingcolumns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Using columns in Content Manager is very simple, and can make finding specific content much easier! &lt;br /&gt;
&lt;br /&gt;
:To start with, you will need to ensure that Content Manager is not set to thumbnail mode, as this will turn off the columns. The option for this is found in the Trainz Settings.&lt;br /&gt;
&lt;br /&gt;
:To add columns, simply right click on one of the column names and go to ‘insert column’, then click on the Column you wish to add’.&lt;br /&gt;
&lt;br /&gt;
:To sort by a column, click on the column name. This will sort in ascending order, if you click again then it will sort in descending order. &lt;br /&gt;
&lt;br /&gt;
:For transferring content, add the ‘status’ column, then click on this column to sort by status. Now locate all content marked as ‘locally modified’, as this will be mostly content you have created, or content you have edited or installed from 3rd party websites.&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-usingcolumns&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide Using Columns in Content Manager&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Transferring via CDP files (Easiest)==&lt;br /&gt;
One method you can use is to save your content to a cdp file, or cdp files, and then import this into TRS2019. &lt;br /&gt;
Note: &#039;&#039;&#039;cdp files should not be made larger than 500MB in size&#039;&#039;&#039;, so as to ensure that the file does not become corrupted and can be imported successfully by Trainz.&lt;br /&gt;
&lt;br /&gt;
This method is recommended for transferring smaller numbers of assets, or individual assets.&lt;br /&gt;
&lt;br /&gt;
To save the cdp file, follow these steps:&lt;br /&gt;
# Open Trainz Content or Content Manager in your old installation of Trainz&lt;br /&gt;
# Locate and select the asset(s) you wish to transfer&lt;br /&gt;
# Right click and click on &#039;Export to CDP&#039; (or &#039;Save as CDP&#039;)&lt;br /&gt;
# Choose a location you’ll remember to save them to, then give the cdp file a name and click on &#039;Save&#039;&lt;br /&gt;
&lt;br /&gt;
You can save multiple assets to the same cdp file. To do so, hold the CTRL key and left click on each asset, then follow steps 3 and 4 above.&lt;br /&gt;
&lt;br /&gt;
To import the cdp files, follow these steps: &lt;br /&gt;
&lt;br /&gt;
# Open TRS2019&#039;s Trainz Content (content manager) tool by clicking on &#039;Manage Content&#039; on the Launcher&lt;br /&gt;
# Drag and drop the &#039;cdp&#039; files into the Trainz Content window&lt;br /&gt;
&lt;br /&gt;
The content will then be installed. You can import multiple cdp files at the same time.&lt;br /&gt;
&lt;br /&gt;
==Transferring via &#039;Open for Edit&#039; (Better for transferring a large amount of content)==&lt;br /&gt;
I. For importing large amounts of content, we recommend the following approach for importing content from your older installation of Trainz:&lt;br /&gt;
&lt;br /&gt;
#Open Trainz Content or Content Manager (CM) in your previous installation of Trainz&lt;br /&gt;
#Locate an asset you wish to transfer&lt;br /&gt;
#Right click on the asset, then go to &#039;Open&#039; &lt;br /&gt;
#*SHFT+LMB to select multiple assets.&lt;br /&gt;
#Click on &#039;Open for Editing&#039;&lt;br /&gt;
#Repeat for all other assets you wish to transfer.&lt;br /&gt;
#*When you have opened for edit every asset you wish to transfer, right click on &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;one of the assets&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;, then go to &#039;open&#039; and click on &#039;Show in Explorer&#039; or &#039;Show in Finder&#039;. &lt;br /&gt;
#*You should then see an Explorer/Finder window open showing the open asset. Go to the &#039;Address&#039; bar at the top, and click on the folder called &#039;Editing&#039;. This will show all of the open for edit assets.&lt;br /&gt;
#You may now exit this &#039;source&#039; version of Trainz.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
II. To import the content, follow these steps:&lt;br /&gt;
#Open TRS2019&#039;s Trainz Content (content manager) tool by clicking on &#039;Manage Content&#039; on the launcher&lt;br /&gt;
#Select all of the folders within the &#039;Editing&#039; folder in Explorer/Finder &lt;br /&gt;
#Drag and Drop these into the Trainz Content window&lt;br /&gt;
#*The content will then be imported into TRS2019.&lt;br /&gt;
#*If you plan on maintaining the original copy of Trainz, remember to go back and resolve any &#039;open for editing&#039; (OFE) assets. &lt;br /&gt;
#*You may do this by custom filtering CM on &#039;OFE = true&#039; and clicking &amp;quot;revert to original&amp;quot;.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
III. &#039;&#039;An alternative option&#039;&#039;, once you have opened your assets for edit, is to find the location of your Local Data folder and then import directly from this using the ‘import content folder’ tool. This is done by following these steps:&lt;br /&gt;
&lt;br /&gt;
#Open the launcher screen for your previous installation of Trainz&lt;br /&gt;
#Click on Trainz Settings&lt;br /&gt;
#Click on the ‘Install’ tab&lt;br /&gt;
#Your Local Data location will then be shown in the ‘Local Data’ path box. The last folder in the path will be named ‘build xxxxxxxxx’ (the Xs will be random letters and numbers)&lt;br /&gt;
#Open the launcher screen for TRS2019&lt;br /&gt;
#Click on Manage Content&lt;br /&gt;
#Click on ‘File’ at the top of the screen, then click on ‘import content folder’&lt;br /&gt;
#Go to the location that was shown in the install tab of your previous installation&lt;br /&gt;
#Click on the ‘Editing’ folder in the ‘build xxxxxxxxx’ folder&lt;br /&gt;
#Click on ‘Open’&lt;br /&gt;
#Your content will then be imported into TRS2019.&lt;br /&gt;
&lt;br /&gt;
==Dependencies==&lt;br /&gt;
Dependencies are the assets that another asset relies on, such as all of the scenery objects used on a route, or the trains used in a session.&lt;br /&gt;
&lt;br /&gt;
You can view an assets dependencies by right clicking on it, then click on ‘list dependencies’.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you click on ‘list dependencies recursively’, this will display the dependencies of the selected assets dependencies. This is useful if the dependencies are likely to be ‘complex’ objects (ie trains, procedural tracks, complex scenery objects, etc). Use this option if you are not sure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Content from the Download Station==&lt;br /&gt;
It is recommended that content from the Download Station be downloaded again, rather than be transferred using the above methods. This ensures that you have the latest version of all assets from the Download Station, and will ensure that the assets remain compatible with Multiplayer.&lt;br /&gt;
&lt;br /&gt;
==Further Information==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #ff9797;border-style: dotted; width:800px; overflow:auto; &amp;quot;&amp;gt;&lt;br /&gt;
* Do NOT attempt to transfer assets from previous versions over into TRS2019 by simply copying your LocalData folders or creating .cdps. &lt;br /&gt;
** The format of the LocalData folders may not be compatible with TRS2019.&lt;br /&gt;
&lt;br /&gt;
* You must not set TRS19 to use the LocalData folder for Trainz: A New Era or any other version of Trainz. &lt;br /&gt;
** Doing so can cause Trainz to become unstable, or cease to function correctly, and may damage any content in the LocalData folder.&lt;br /&gt;
&lt;br /&gt;
*Please note that the following items cannot be imported into TRS2019 directly:&lt;br /&gt;
** .ja files&lt;br /&gt;
** .tzarc files&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* TRS2019 has been designed to be backwards compatible with the majority of content from previous versions of Trainz.&lt;br /&gt;
** ...so it is possible to import your content from TANE into TRS2019 and even from one build of TRS2019 into a new one.&lt;br /&gt;
* &amp;lt;b&amp;gt;Important&amp;lt;/b&amp;gt; : TRS2019 requires the original textures to show correctly in-game, &lt;br /&gt;
** ...therefore built-in content and DLC content, which does not contain source files, cannot be imported directly (or it will become &#039;faulty&#039;). &lt;br /&gt;
* Built-in content from TS2010 and earlier (excluding routes that were new in TS2010) is available from the Download Station.&lt;br /&gt;
** We are in the process of preparing the TS12 and TS2010 routes for downloading. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to&lt;br /&gt;
*[[Help:TRS19|TRS19 Help Page]]&lt;br /&gt;
*[[Help:TRS2019_Trainz_Content|Trainz Content]]&lt;br /&gt;
*[[Help:Content_Manager|Content Manager]]&lt;br /&gt;
&lt;br /&gt;
[[Category:TRS19]]&lt;br /&gt;
[[Category: Help]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:TRS19_Driver_UI&amp;diff=22475</id>
		<title>Help:TRS19 Driver UI</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:TRS19_Driver_UI&amp;diff=22475"/>
		<updated>2019-12-30T17:32:05Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Driver UI Underlay Toggle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
TRS19 introduces a new Driver UI (User Interface). Many of the functions will be familiar to Trainz users, although there are several new systems introduced.&lt;br /&gt;
&lt;br /&gt;
==General Driver UI Buttons==&lt;br /&gt;
At the bottom right corner of the Driver UI are a set of buttons that will appear in your Driver sessions.&lt;br /&gt;
&lt;br /&gt;
[[File:Driver-ui-general-buttons.JPG]]&lt;br /&gt;
&lt;br /&gt;
===Driver UI Buttons Panel===&lt;br /&gt;
[[File:Driver-ui-control-buttons-toggle.JPG|Driver UI Buttons Panel]]&lt;br /&gt;
The Buttons Panel provides a selection of buttons for driving your train. Different buttons will be available to use depending on the train you are driving; these buttons are available in all UI modes.&lt;br /&gt;
&lt;br /&gt;
See [[Help:TRS19_Driver_Buttons_Panel|Driver UI Buttons Panel]] for further information.&lt;br /&gt;
&lt;br /&gt;
===Driver UI Mode===&lt;br /&gt;
[[File:Driver-ui-hud-mode-buttons.JPG|Driver UI Mode]]&lt;br /&gt;
&lt;br /&gt;
The Driver UI Mode buttons allow you to select if you are driving with [[#Simple Controls|Simple Controls]] or [[#Realistic Controls|Realistic Controls]], and to access the [[#Command Bar|AI Command Bar]].&lt;br /&gt;
&lt;br /&gt;
===Driver UI Underlay Toggle===&lt;br /&gt;
[[File:Driver-ui-interface-underlay-button.JPG|Driver UI Underlay Toggle]]&lt;br /&gt;
The Driver UI Underlay Toggle will turn a shaded underlay for the new Driver UI on or off. This may help provide some extra contrast to the UI in some situations.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This has been moved to Display Menu &amp;gt; Interface Underlay&lt;br /&gt;
&lt;br /&gt;
== Track Profile==&lt;br /&gt;
The new Track Profile feature provides a brand new way to view the track ahead of you, showing you the grades ahead along with a variety of track features. &lt;br /&gt;
&lt;br /&gt;
The features shown on the track profile can be customised by right-clicking on the track, and then selecting the features you would like to see.&lt;br /&gt;
&lt;br /&gt;
You can also zoom in and out to show more, or less, of the track depending on the speed you&#039;re travelling at or the density of trackside objects ahead of you.&lt;br /&gt;
&lt;br /&gt;
[[File:2018-06-12_174722.png]]&lt;br /&gt;
&lt;br /&gt;
See the [[Help:TRS19_Driver_Track_Profile|Track Profile]] page for further information on using the Track Profile portion of the Driver UI.&lt;br /&gt;
&lt;br /&gt;
==Simple Controls==&lt;br /&gt;
The Simple Controls HUD allows you to drive your train in Simple Controls mode (formerly DCC Mode).&lt;br /&gt;
&lt;br /&gt;
[[File:2018-06-12_173733.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #ddf5eb;border-style: dotted; width:800px; overflow:auto; &amp;quot;&amp;gt;&lt;br /&gt;
TIP: For more accurate control, left-click and drag your mouse cursor up a few cm away from the dial. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See the [[Help:TRS19_Driver_Controls_Dcc|Simple Controls]] page for further information.&lt;br /&gt;
&lt;br /&gt;
==Realistic Controls==&lt;br /&gt;
The Realistic Controls HUD allows you to drive your train in Realistic Controls mode (formerly CAB Mode).&lt;br /&gt;
&lt;br /&gt;
There are two different versions of the Realistic Controls HUD, one for Steam locomotives and the other for Diesel and Electric locomotives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Realistic Steam Controls ===&lt;br /&gt;
The Steam Locomotive mode of the Realistic Controls HUD provides you with all of the important controls for steam locomotives, as well as a range of readouts for the locomotive&#039;s current state.&lt;br /&gt;
&lt;br /&gt;
[[File:2018-06-12_173803.png]]&lt;br /&gt;
&lt;br /&gt;
See the [[Help:TRS19_Driver_Controls_Steam|Steam Controls]] page for further information.&lt;br /&gt;
&lt;br /&gt;
=== Realistic Diesel Controls ===&lt;br /&gt;
The Diesel Locomotive mode of the Realistic Controls HUD provides you with all of the important controls for diesel and electric locomotives, and includes a range of readouts for the locomotive&#039;s current state.&lt;br /&gt;
&lt;br /&gt;
[[File:2018-06-12_174441.png]]&lt;br /&gt;
&lt;br /&gt;
See the [[Help:TRS19_Driver_Controls_Diesel|Diesel and Electric Controls]] page for further information.&lt;br /&gt;
&lt;br /&gt;
==Command Bar==&lt;br /&gt;
The Driver Command Bar mode of the Driver UI provides access to add, modify, or remove Driver Commands from Trainz.&lt;br /&gt;
&lt;br /&gt;
[[File:2018-06-12_173901.png]]&lt;br /&gt;
&lt;br /&gt;
See the [[Help:Driver_CommandBar|Driver Command Bar]] page for further information.&lt;br /&gt;
&lt;br /&gt;
==Driver Menu Bar==&lt;br /&gt;
The Driver Menu Bar provides access to a range of options relating to the operation, and conditions, of the session.&lt;br /&gt;
&lt;br /&gt;
See [[Help:MenuBar|Driver Menu Bar]] for further information on the Driver Menu Bar.&lt;br /&gt;
&lt;br /&gt;
Some important menus are also outlined below.&lt;br /&gt;
&lt;br /&gt;
===Driver System Menu===&lt;br /&gt;
:The Driver System Menu provides access to several options, such as the settings and save game options&lt;br /&gt;
&lt;br /&gt;
[[File:2018-06-12_170221.png]]&lt;br /&gt;
&lt;br /&gt;
:See the [[Help:Driver_Main_Menu|Driver System Menu]] menu page for further information.&lt;br /&gt;
&lt;br /&gt;
===Driver Tools Menu===&lt;br /&gt;
:The Driver Tools Menu provides access to a selection of tools for Driver Mode, including Pause, Find Object, and more.&lt;br /&gt;
&lt;br /&gt;
[[File:2018-06-12_171709.png]]&lt;br /&gt;
&lt;br /&gt;
:See the [[Help:Driver_MenuTools|Driver Tools Menu]] page for further information&lt;br /&gt;
&lt;br /&gt;
===Driver Window Menu===&lt;br /&gt;
:The Driver Window Menu provides access to the various interface elements that open up in a new window.&lt;br /&gt;
&lt;br /&gt;
[[File:2018-08-27 101617.png]]&lt;br /&gt;
&lt;br /&gt;
:See the [[Help:Driver_Window_Menu|Driver Window Menu]] page for further information&lt;br /&gt;
&lt;br /&gt;
==Other Topics==&lt;br /&gt;
[[File:area-menus.png |link=Help:TRS2019 Menus]] [[File:area-driving.png |link=Help:TRS2019 Driver]] [[File:area-building.png |link=Help:TRS2019 Surveyor]] [[File:area-dlc.png|link=Help:TRS2019 Trainz Content]]&lt;br /&gt;
&lt;br /&gt;
[[File:go_back.png |link=Help:TRS19]]&lt;br /&gt;
Go back to: [[Help:TRS19|TRS19 Help]]&lt;br /&gt;
&lt;br /&gt;
[[Category:TRS19]]&lt;br /&gt;
[[Category: Help]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:Importing_Content&amp;diff=21518</id>
		<title>Help:Importing Content</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:Importing_Content&amp;diff=21518"/>
		<updated>2019-10-03T13:52:36Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Transferring via &amp;#039;Open for Edit&amp;#039; (Better for transferring a large amount of content) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TRS2019 has been designed to be backwards compatible with the majority of content from previous versions of Trainz so it is possible to import your content from TANE into TRS2019 (and even from one build of TRS2019 into a new one).&lt;br /&gt;
&lt;br /&gt;
It is important to know that TRS2019 requires the original textures to show correctly in-game, and therefore built-in content and DLC content, which does not contain source files, cannot be imported directly (or it will become &#039;faulty&#039;). All DLC packs are expected to become available for TRS2019 via the Asset Download tool after TRS2019 is fully released (may not be available during Early Access).&lt;br /&gt;
&lt;br /&gt;
Built-in content from TS2010 and earlier (excluding routes that were new in TS2010) is available from the Download Station.&lt;br /&gt;
&lt;br /&gt;
We are in the process of preparing the TS12 and TS2010 routes for downloading.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recommended Methods of Transferring Content==&lt;br /&gt;
There are several different methods that can be used to transfer content between different installations/versions of Trainz. Some are more suitable for smaller amounts of content, whilst others are suited to large amounts of content.&lt;br /&gt;
&lt;br /&gt;
Use the Status column to avoid content marked as ‘payware’, ‘built-in’, or ‘installed from DLS’. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #ff9797;border-style: dotted; width:800px; overflow:auto; &amp;quot;&amp;gt;&lt;br /&gt;
DO NOT attempt to transfer content marked as ‘payware’ or ‘built-in’ manually as it will not include the textures and will show as faulty.&amp;lt;br&amp;gt;&lt;br /&gt;
This content is downloaded via in-game Asset Download window. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is also recommended that content marked as ‘installed from DLS’ be downloaded again, see section [[#Content from the Download Station|Content From Download Station]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Using Columns in Content Manager===&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-usingcolumns&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide Using Columns in Content Manager&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;overflow:auto;&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-usingcolumns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Using columns in Content Manager is very simple, and can make finding specific content much easier! &lt;br /&gt;
&lt;br /&gt;
:To start with, you will need to ensure that Content Manager is not set to thumbnail mode, as this will turn off the columns. The option for this is found in the Trainz Settings.&lt;br /&gt;
&lt;br /&gt;
:To add columns, simply right click on one of the column names and go to ‘insert column’, then click on the Column you wish to add’.&lt;br /&gt;
&lt;br /&gt;
:To sort by a column, click on the column name. This will sort in ascending order, if you click again then it will sort in descending order. &lt;br /&gt;
&lt;br /&gt;
:For transferring content, add the ‘status’ column, then click on this column to sort by status. Now locate all content marked as ‘locally modified’, as this will be mostly content you have created, or content you have edited or installed from 3rd party websites.&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-usingcolumns&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide Using Columns in Content Manager&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Transferring via CDP files (Easiest)==&lt;br /&gt;
One method you can use is to save your content to a cdp file, or cdp files, and then import this into TRS2019. Note: cdp files should not be made larger than 500MB in size, so as to ensure that the file does not become corrupted and can be imported successfully by Trainz.&lt;br /&gt;
&lt;br /&gt;
This method is recommended for transferring smaller numbers of assets, or individual assets.&lt;br /&gt;
&lt;br /&gt;
To save the cdp file, follow these steps:&lt;br /&gt;
# Open Trainz Content or Content Manager in your old installation of Trainz&lt;br /&gt;
# Locate and select the asset(s) you wish to transfer&lt;br /&gt;
# Right click and click on &#039;Export to CDP&#039; (or &#039;Save as CDP&#039;)&lt;br /&gt;
# Choose a location you’ll remember to save them to, then give the cdp file a name and click on &#039;Save&#039;&lt;br /&gt;
&lt;br /&gt;
You can save multiple assets to the same cdp file. To do so, hold the CTRL key and left click on each asset, then follow steps 3 and 4 above.&lt;br /&gt;
&lt;br /&gt;
To import the cdp files, follow these steps: &lt;br /&gt;
&lt;br /&gt;
# Open TRS2019&#039;s Trainz Content (content manager) tool by clicking on &#039;Manage Content&#039; on the Launcher&lt;br /&gt;
# Drag and drop the &#039;cdp&#039; files into the Trainz Content window&lt;br /&gt;
&lt;br /&gt;
The content will then be installed. You can import multiple cdp files at the same time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Transferring via &#039;Open for Edit&#039; (Better for transferring a large amount of content)==&lt;br /&gt;
I. For importing large amounts of content, we recommend the following approach for importing content from your older installation of Trainz:&lt;br /&gt;
&lt;br /&gt;
#Open Trainz Content or Content Manager (CM) in your previous installation of Trainz&lt;br /&gt;
#Locate an asset you wish to transfer&lt;br /&gt;
#Right click on the asset, then go to &#039;Open&#039; &lt;br /&gt;
#*SHFT+LMB to select multiple assets.&lt;br /&gt;
#Click on &#039;Open for Editing&#039;&lt;br /&gt;
#Repeat for all other assets you wish to transfer.&lt;br /&gt;
#*When you have opened for edit every asset you wish to transfer, right click on &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;one of the assets&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;, then go to &#039;open&#039; and click on &#039;Show in Explorer&#039; or &#039;Show in Finder&#039;. &lt;br /&gt;
#*You should then see an Explorer/Finder window open showing the open asset. Go to the &#039;Address&#039; bar at the top, and click on the folder called &#039;Editing&#039;. This will show all of the open for edit assets.&lt;br /&gt;
#You may now exit this &#039;source&#039; version of Trainz.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
II. To import the content, follow these steps:&lt;br /&gt;
#Open TRS2019&#039;s Trainz Content (content manager) tool by clicking on &#039;Manage Content&#039; on the launcher&lt;br /&gt;
#Select all of the folders within the &#039;Editing&#039; folder in Explorer/Finder &lt;br /&gt;
#Drag and Drop these into the Trainz Content window&lt;br /&gt;
#*The content will then be imported into TRS2019.&lt;br /&gt;
#*If you plan on maintaining the original copy of Trainz, remember to go back and resolve any &#039;open for editing&#039; (OFE) assets. &lt;br /&gt;
#*You may do this by custom filtering CM on &#039;OFE = true&#039; and clicking &amp;quot;revert to original&amp;quot;.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
III. &#039;&#039;An alternative option&#039;&#039;, once you have opened your assets for edit, is to find the location of your Local Data folder and then import directly from this using the ‘import content folder’ tool. This is done by following these steps:&lt;br /&gt;
&lt;br /&gt;
#Open the launcher screen for your previous installation of Trainz&lt;br /&gt;
#Click on Trainz Settings&lt;br /&gt;
#Click on the ‘Install’ tab&lt;br /&gt;
#Your Local Data location will then be shown in the ‘Local Data’ path box. The last folder in the path will be named ‘build xxxxxxxxx’ (the Xs will be random letters and numbers)&lt;br /&gt;
#Open the launcher screen for TRS2019&lt;br /&gt;
#Click on Manage Content&lt;br /&gt;
#Click on ‘File’ at the top of the screen, then click on ‘import content folder’&lt;br /&gt;
#Go to the location that was shown in the install tab of your previous installation&lt;br /&gt;
#Click on the ‘Editing’ folder in the ‘build xxxxxxxxx’ folder&lt;br /&gt;
#Click on ‘Open’&lt;br /&gt;
#Your content will then be imported into TRS2019.&lt;br /&gt;
&lt;br /&gt;
==Dependencies==&lt;br /&gt;
Dependencies are the assets that another asset relies on, such as all of the scenery objects used on a route, or the trains used in a session.&lt;br /&gt;
&lt;br /&gt;
You can view an assets dependencies by right clicking on it, then click on ‘list dependencies’.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you click on ‘list dependencies recursively’, this will display the dependencies of the selected assets dependencies. This is useful if the dependencies are likely to be ‘complex’ objects (ie trains, procedural tracks, complex scenery objects, etc). Use this option if you are not sure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Content from the Download Station==&lt;br /&gt;
It is recommended that content from the Download Station be downloaded again, rather than be transferred using the above methods. This ensures that you have the latest version of all assets from the Download Station, and will ensure that the assets remain compatible with Multiplayer.&lt;br /&gt;
&lt;br /&gt;
==Further Information==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #ff9797;border-style: dotted; width:800px; overflow:auto; &amp;quot;&amp;gt;&lt;br /&gt;
Do NOT attempt to transfer assets from previous versions over into TRS2019 by simply copying your LocalData folders or creating .cdps. The format of the LocalData folders may not be compatible with TRS2019.&lt;br /&gt;
&lt;br /&gt;
You must not set TRS19 to use the LocalData folder for Trainz: A New Era or any other version of Trainz. Doing so can cause Trainz to become unstable, or cease to function correctly, and may damage any content in the LocalData folder.&lt;br /&gt;
&lt;br /&gt;
Please note that the following items cannot be imported into TRS2019 directly:&lt;br /&gt;
&lt;br /&gt;
* .ja files&lt;br /&gt;
* .tzarc files&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to&lt;br /&gt;
*[[Help:TRS19|TRS19 Help Page]]&lt;br /&gt;
*[[Help:TRS2019_Trainz_Content|Trainz Content]]&lt;br /&gt;
*[[Help:Content_Manager|Content Manager]]&lt;br /&gt;
&lt;br /&gt;
[[Category:TRS19]]&lt;br /&gt;
[[Category: Help]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:Importing_Content&amp;diff=21467</id>
		<title>Help:Importing Content</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:Importing_Content&amp;diff=21467"/>
		<updated>2019-10-01T18:30:34Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Transferring via &amp;#039;Open for Edit&amp;#039; (Better for transferring a large amount of content) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TRS2019 has been designed to be backwards compatible with the majority of content from previous versions of Trainz so it is possible to import your content from TANE into TRS2019 (and even from one build of TRS2019 into a new one).&lt;br /&gt;
&lt;br /&gt;
It is important to know that TRS2019 requires the original textures to show correctly in-game, and therefore built-in content and DLC content, which does not contain source files, cannot be imported directly (or it will become &#039;faulty&#039;). All DLC packs are expected to become available for TRS2019 via the Asset Download tool after TRS2019 is fully released (may not be available during Early Access).&lt;br /&gt;
&lt;br /&gt;
Built-in content from TS2010 and earlier (excluding routes that were new in TS2010) is available from the Download Station.&lt;br /&gt;
&lt;br /&gt;
We are in the process of preparing the TS12 and TS2010 routes for downloading.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recommended Methods of Transferring Content==&lt;br /&gt;
There are several different methods that can be used to transfer content between different installations/versions of Trainz. Some are more suitable for smaller amounts of content, whilst others are suited to large amounts of content.&lt;br /&gt;
&lt;br /&gt;
Use the Status column to avoid content marked as ‘payware’, ‘built-in’, or ‘installed from DLS’. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #ff9797;border-style: dotted; width:800px; overflow:auto; &amp;quot;&amp;gt;&lt;br /&gt;
DO NOT attempt to transfer content marked as ‘payware’ or ‘built-in’ manually as it will not include the textures and will show as faulty.&amp;lt;br&amp;gt;&lt;br /&gt;
This content is downloaded via in-game Asset Download window. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is also recommended that content marked as ‘installed from DLS’ be downloaded again, see section [[#Content from the Download Station|Content From Download Station]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Using Columns in Content Manager===&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-usingcolumns&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide Using Columns in Content Manager&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;overflow:auto;&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-usingcolumns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Using columns in Content Manager is very simple, and can make finding specific content much easier! &lt;br /&gt;
&lt;br /&gt;
:To start with, you will need to ensure that Content Manager is not set to thumbnail mode, as this will turn off the columns. The option for this is found in the Trainz Settings.&lt;br /&gt;
&lt;br /&gt;
:To add columns, simply right click on one of the column names and go to ‘insert column’, then click on the Column you wish to add’.&lt;br /&gt;
&lt;br /&gt;
:To sort by a column, click on the column name. This will sort in ascending order, if you click again then it will sort in descending order. &lt;br /&gt;
&lt;br /&gt;
:For transferring content, add the ‘status’ column, then click on this column to sort by status. Now locate all content marked as ‘locally modified’, as this will be mostly content you have created, or content you have edited or installed from 3rd party websites.&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-usingcolumns&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide Using Columns in Content Manager&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Transferring via CDP files (Easiest)==&lt;br /&gt;
One method you can use is to save your content to a cdp file, or cdp files, and then import this into TRS2019. Note: cdp files should not be made larger than 500MB in size, so as to ensure that the file does not become corrupted and can be imported successfully by Trainz.&lt;br /&gt;
&lt;br /&gt;
This method is recommended for transferring smaller numbers of assets, or individual assets.&lt;br /&gt;
&lt;br /&gt;
To save the cdp file, follow these steps:&lt;br /&gt;
# Open Trainz Content or Content Manager in your old installation of Trainz&lt;br /&gt;
# Locate and select the asset(s) you wish to transfer&lt;br /&gt;
# Right click and click on &#039;Export to CDP&#039; (or &#039;Save as CDP&#039;)&lt;br /&gt;
# Choose a location you’ll remember to save them to, then give the cdp file a name and click on &#039;Save&#039;&lt;br /&gt;
&lt;br /&gt;
You can save multiple assets to the same cdp file. To do so, hold the CTRL key and left click on each asset, then follow steps 3 and 4 above.&lt;br /&gt;
&lt;br /&gt;
To import the cdp files, follow these steps: &lt;br /&gt;
&lt;br /&gt;
# Open TRS2019&#039;s Trainz Content (content manager) tool by clicking on &#039;Manage Content&#039; on the Launcher&lt;br /&gt;
# Drag and drop the &#039;cdp&#039; files into the Trainz Content window&lt;br /&gt;
&lt;br /&gt;
The content will then be installed. You can import multiple cdp files at the same time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Transferring via &#039;Open for Edit&#039; (Better for transferring a large amount of content)==&lt;br /&gt;
I. For importing large amounts of content, we recommend the following approach for importing content from your older installation of Trainz:&lt;br /&gt;
&lt;br /&gt;
# Open Trainz Content or Content Manager in your previous installation of Trainz&lt;br /&gt;
# Locate an asset you wish to transfer&lt;br /&gt;
# Right click on the asset, then go to &#039;Open&#039; &lt;br /&gt;
# Click on &#039;Open for Editing&#039;&lt;br /&gt;
# Repeat for all other assets you wish to transfer.&lt;br /&gt;
*When you have opened for edit every asset you wish to transfer, right click on one of the assets, then go to &#039;open&#039; and click on &#039;Show in Explorer&#039; or &#039;Show in Finder&#039;. &lt;br /&gt;
*You should then see an Explorer/Finder window open showing the open asset. Go to the &#039;Address&#039; bar at the top, and click on the folder called &#039;Editing&#039;. This will show all of the open for edit assets.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
II. To import the content, follow these steps:&lt;br /&gt;
# Open TRS2019&#039;s Trainz Content (content manager) tool by clicking on &#039;Manage Content&#039; on the launcher&lt;br /&gt;
# Select all of the folders within the &#039;Editing&#039; folder in Explorer/Finder &lt;br /&gt;
# Drag and Drop these into the Trainz Content window&lt;br /&gt;
*The content will then be imported into TRS2019.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
III. &#039;&#039;An alternative option&#039;&#039;, once you have opened your assets for edit, is to find the location of your Local Data folder and then import directly from this using the ‘import content folder’ tool. This is done by following these steps:&lt;br /&gt;
&lt;br /&gt;
# Open the launcher screen for your previous installation of Trainz&lt;br /&gt;
# Click on Trainz Settings&lt;br /&gt;
# Click on the ‘Install’ tab&lt;br /&gt;
# Your Local Data location will then be shown in the ‘Local Data’ path box. The last folder in the path will be named ‘build xxxxxxxxx’ (the Xs will be random letters and numbers)&lt;br /&gt;
# Open the launcher screen for TRS2019&lt;br /&gt;
# Click on Manage Content&lt;br /&gt;
# Click on ‘File’ at the top of the screen, then click on ‘import content folder’&lt;br /&gt;
# Go to the location that was shown in the install tab of your previous installation&lt;br /&gt;
# Click on the ‘Editing’ folder in the ‘build xxxxxxxxx’ folder&lt;br /&gt;
# Click on ‘Open’&lt;br /&gt;
# Your content will then be imported into TRS2019.&lt;br /&gt;
&lt;br /&gt;
==Dependencies==&lt;br /&gt;
Dependencies are the assets that another asset relies on, such as all of the scenery objects used on a route, or the trains used in a session.&lt;br /&gt;
&lt;br /&gt;
You can view an assets dependencies by right clicking on it, then click on ‘list dependencies’.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you click on ‘list dependencies recursively’, this will display the dependencies of the selected assets dependencies. This is useful if the dependencies are likely to be ‘complex’ objects (ie trains, procedural tracks, complex scenery objects, etc). Use this option if you are not sure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Content from the Download Station==&lt;br /&gt;
It is recommended that content from the Download Station be downloaded again, rather than be transferred using the above methods. This ensures that you have the latest version of all assets from the Download Station, and will ensure that the assets remain compatible with Multiplayer.&lt;br /&gt;
&lt;br /&gt;
==Further Information==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #ff9797;border-style: dotted; width:800px; overflow:auto; &amp;quot;&amp;gt;&lt;br /&gt;
Do NOT attempt to transfer assets from previous versions over into TRS2019 by simply copying your LocalData folders or creating .cdps. The format of the LocalData folders may not be compatible with TRS2019.&lt;br /&gt;
&lt;br /&gt;
You must not set TRS19 to use the LocalData folder for Trainz: A New Era or any other version of Trainz. Doing so can cause Trainz to become unstable, or cease to function correctly, and may damage any content in the LocalData folder.&lt;br /&gt;
&lt;br /&gt;
Please note that the following items cannot be imported into TRS2019 directly:&lt;br /&gt;
&lt;br /&gt;
* .ja files&lt;br /&gt;
* .tzarc files&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to&lt;br /&gt;
*[[Help:TRS19|TRS19 Help Page]]&lt;br /&gt;
*[[Help:TRS2019_Trainz_Content|Trainz Content]]&lt;br /&gt;
*[[Help:Content_Manager|Content Manager]]&lt;br /&gt;
&lt;br /&gt;
[[Category:TRS19]]&lt;br /&gt;
[[Category: Help]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:Importing_Content&amp;diff=21466</id>
		<title>Help:Importing Content</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:Importing_Content&amp;diff=21466"/>
		<updated>2019-10-01T18:30:03Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Transferring via &amp;#039;Open for Edit&amp;#039; (Better for transferring a large amount of content) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TRS2019 has been designed to be backwards compatible with the majority of content from previous versions of Trainz so it is possible to import your content from TANE into TRS2019 (and even from one build of TRS2019 into a new one).&lt;br /&gt;
&lt;br /&gt;
It is important to know that TRS2019 requires the original textures to show correctly in-game, and therefore built-in content and DLC content, which does not contain source files, cannot be imported directly (or it will become &#039;faulty&#039;). All DLC packs are expected to become available for TRS2019 via the Asset Download tool after TRS2019 is fully released (may not be available during Early Access).&lt;br /&gt;
&lt;br /&gt;
Built-in content from TS2010 and earlier (excluding routes that were new in TS2010) is available from the Download Station.&lt;br /&gt;
&lt;br /&gt;
We are in the process of preparing the TS12 and TS2010 routes for downloading.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recommended Methods of Transferring Content==&lt;br /&gt;
There are several different methods that can be used to transfer content between different installations/versions of Trainz. Some are more suitable for smaller amounts of content, whilst others are suited to large amounts of content.&lt;br /&gt;
&lt;br /&gt;
Use the Status column to avoid content marked as ‘payware’, ‘built-in’, or ‘installed from DLS’. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #ff9797;border-style: dotted; width:800px; overflow:auto; &amp;quot;&amp;gt;&lt;br /&gt;
DO NOT attempt to transfer content marked as ‘payware’ or ‘built-in’ manually as it will not include the textures and will show as faulty.&amp;lt;br&amp;gt;&lt;br /&gt;
This content is downloaded via in-game Asset Download window. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is also recommended that content marked as ‘installed from DLS’ be downloaded again, see section [[#Content from the Download Station|Content From Download Station]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Using Columns in Content Manager===&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-usingcolumns&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide Using Columns in Content Manager&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;overflow:auto;&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-usingcolumns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Using columns in Content Manager is very simple, and can make finding specific content much easier! &lt;br /&gt;
&lt;br /&gt;
:To start with, you will need to ensure that Content Manager is not set to thumbnail mode, as this will turn off the columns. The option for this is found in the Trainz Settings.&lt;br /&gt;
&lt;br /&gt;
:To add columns, simply right click on one of the column names and go to ‘insert column’, then click on the Column you wish to add’.&lt;br /&gt;
&lt;br /&gt;
:To sort by a column, click on the column name. This will sort in ascending order, if you click again then it will sort in descending order. &lt;br /&gt;
&lt;br /&gt;
:For transferring content, add the ‘status’ column, then click on this column to sort by status. Now locate all content marked as ‘locally modified’, as this will be mostly content you have created, or content you have edited or installed from 3rd party websites.&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-usingcolumns&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide Using Columns in Content Manager&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Transferring via CDP files (Easiest)==&lt;br /&gt;
One method you can use is to save your content to a cdp file, or cdp files, and then import this into TRS2019. Note: cdp files should not be made larger than 500MB in size, so as to ensure that the file does not become corrupted and can be imported successfully by Trainz.&lt;br /&gt;
&lt;br /&gt;
This method is recommended for transferring smaller numbers of assets, or individual assets.&lt;br /&gt;
&lt;br /&gt;
To save the cdp file, follow these steps:&lt;br /&gt;
# Open Trainz Content or Content Manager in your old installation of Trainz&lt;br /&gt;
# Locate and select the asset(s) you wish to transfer&lt;br /&gt;
# Right click and click on &#039;Export to CDP&#039; (or &#039;Save as CDP&#039;)&lt;br /&gt;
# Choose a location you’ll remember to save them to, then give the cdp file a name and click on &#039;Save&#039;&lt;br /&gt;
&lt;br /&gt;
You can save multiple assets to the same cdp file. To do so, hold the CTRL key and left click on each asset, then follow steps 3 and 4 above.&lt;br /&gt;
&lt;br /&gt;
To import the cdp files, follow these steps: &lt;br /&gt;
&lt;br /&gt;
# Open TRS2019&#039;s Trainz Content (content manager) tool by clicking on &#039;Manage Content&#039; on the Launcher&lt;br /&gt;
# Drag and drop the &#039;cdp&#039; files into the Trainz Content window&lt;br /&gt;
&lt;br /&gt;
The content will then be installed. You can import multiple cdp files at the same time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Transferring via &#039;Open for Edit&#039; (Better for transferring a large amount of content)==&lt;br /&gt;
I. For importing large amounts of content, we recommend the following approach for importing content from your older installation of Trainz:&lt;br /&gt;
&lt;br /&gt;
# Open Trainz Content or Content Manager in your previous installation of Trainz&lt;br /&gt;
# Locate an asset you wish to transfer&lt;br /&gt;
# Right click on the asset, then go to &#039;Open&#039; &lt;br /&gt;
# Click on &#039;Open for Editing&#039;&lt;br /&gt;
# Repeat for all other assets you wish to transfer.&lt;br /&gt;
*When you have opened for edit every asset you wish to transfer, right click on one of the assets, then go to &#039;open&#039; and click on &#039;Show in Explorer&#039; or &#039;Show in Finder&#039;. &lt;br /&gt;
*You should then see an Explorer/Finder window open showing the open asset. Go to the &#039;Address&#039; bar at the top, and click on the folder called &#039;Editing&#039;. This will show all of the open for edit assets.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
II. To import the content, follow these steps:&lt;br /&gt;
# Open TRS2019&#039;s Trainz Content (content manager) tool by clicking on &#039;Manage Content&#039; on the launcher&lt;br /&gt;
# Select all of the folders within the &#039;Editing&#039; folder in Explorer/Finder &lt;br /&gt;
# Drag and Drop these into the Trainz Content window&lt;br /&gt;
*The content will then be imported into TRS2019.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
III. &#039;&#039;An alternative option&#039;&#039;, once you have opened your assets for edit, is to find the location of your Local Data folder and then import directly from this using the ‘import content folder’ tool. This is done by following these steps:&lt;br /&gt;
&lt;br /&gt;
# Open the launcher screen for your previous installation of Trainz&lt;br /&gt;
# Click on Trainz Settings&lt;br /&gt;
# Click on the ‘Install’ tab&lt;br /&gt;
# Your Local Data location will then be shown in the ‘Local Data’ path box. The last folder in the path will be named ‘build xxxxxxxxx’ (the Xs will be random letters and numbers)&lt;br /&gt;
# Open the launcher screen for TRS2019&lt;br /&gt;
# Click on Manage Content&lt;br /&gt;
# Click on ‘File’ at the top of the screen, then click on ‘import content folder’&lt;br /&gt;
# Go to the location that was shown in the install tab of your previous installation&lt;br /&gt;
# Click on the ‘Editing’ folder in the ‘build xxxxxxxxx’ folder&lt;br /&gt;
# click on ‘Open’&lt;br /&gt;
# Your content will then be imported into TRS2019.&lt;br /&gt;
&lt;br /&gt;
==Dependencies==&lt;br /&gt;
Dependencies are the assets that another asset relies on, such as all of the scenery objects used on a route, or the trains used in a session.&lt;br /&gt;
&lt;br /&gt;
You can view an assets dependencies by right clicking on it, then click on ‘list dependencies’.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you click on ‘list dependencies recursively’, this will display the dependencies of the selected assets dependencies. This is useful if the dependencies are likely to be ‘complex’ objects (ie trains, procedural tracks, complex scenery objects, etc). Use this option if you are not sure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Content from the Download Station==&lt;br /&gt;
It is recommended that content from the Download Station be downloaded again, rather than be transferred using the above methods. This ensures that you have the latest version of all assets from the Download Station, and will ensure that the assets remain compatible with Multiplayer.&lt;br /&gt;
&lt;br /&gt;
==Further Information==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #ff9797;border-style: dotted; width:800px; overflow:auto; &amp;quot;&amp;gt;&lt;br /&gt;
Do NOT attempt to transfer assets from previous versions over into TRS2019 by simply copying your LocalData folders or creating .cdps. The format of the LocalData folders may not be compatible with TRS2019.&lt;br /&gt;
&lt;br /&gt;
You must not set TRS19 to use the LocalData folder for Trainz: A New Era or any other version of Trainz. Doing so can cause Trainz to become unstable, or cease to function correctly, and may damage any content in the LocalData folder.&lt;br /&gt;
&lt;br /&gt;
Please note that the following items cannot be imported into TRS2019 directly:&lt;br /&gt;
&lt;br /&gt;
* .ja files&lt;br /&gt;
* .tzarc files&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to&lt;br /&gt;
*[[Help:TRS19|TRS19 Help Page]]&lt;br /&gt;
*[[Help:TRS2019_Trainz_Content|Trainz Content]]&lt;br /&gt;
*[[Help:Content_Manager|Content Manager]]&lt;br /&gt;
&lt;br /&gt;
[[Category:TRS19]]&lt;br /&gt;
[[Category: Help]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=HowTo/Place_Signals&amp;diff=20886</id>
		<title>HowTo/Place Signals</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=HowTo/Place_Signals&amp;diff=20886"/>
		<updated>2019-08-25T16:36:29Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Australian &amp;amp; UK signals appear on the left of the track, USA signals appear on the right. European signals vary depending on the track. &lt;br /&gt;
&lt;br /&gt;
*Careful placement of signals will allow you to operate complex operations involving several moving consists without incident. &lt;br /&gt;
*It is important to consider that the signals are there to protect the trains from each other, and any situation where their paths may cross should be protected by a signal. &lt;br /&gt;
&lt;br /&gt;
*Extended sections of single line should be relieved by sections of double track or “crossing loops” that enable trains to either pass or cross each other. &lt;br /&gt;
*At the entrance to a section of single line there can be two signals protecting the same block, i.e. one on each track to enable faster trains to pass slower ones.&lt;br /&gt;
&lt;br /&gt;
*Keep in mind that once your train passes a signal, any following train will not be permitted to pass until your train reaches the next signal, &lt;br /&gt;
**...if traffic is going to be heavy, don’t place them too far apart. &lt;br /&gt;
*It is recommended that you place at least one signal between each junction, and more on longer sections.&lt;br /&gt;
*To protect AI trains from over running terminating track, a rail end marker or buffer must be used. &lt;br /&gt;
&lt;br /&gt;
Note: At the time of writing, TANE signals are not capable of detecting a train crossing a block via a diamond crossing. If you wish to operate a fully automated system, diamond crossings should not be used in the path of AI trains.&lt;br /&gt;
&lt;br /&gt;
==Return to Index==&lt;br /&gt;
 &lt;br /&gt;
[[HowToGuides|&amp;lt;&amp;lt; How To Guides]]&lt;br /&gt;
&lt;br /&gt;
[[Category:How-to guides]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=How_to_Create_a_Picklist&amp;diff=20709</id>
		<title>How to Create a Picklist</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=How_to_Create_a_Picklist&amp;diff=20709"/>
		<updated>2019-08-21T15:52:39Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Using Surveyor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information in this Wiki Page applies to both &#039;&#039;&#039;TANE&#039;&#039;&#039; and &#039;&#039;&#039;TRS19&#039;&#039;&#039; and will show you how to create a &#039;&#039;&#039;Picklist&#039;&#039;&#039; in &#039;&#039;&#039;TRS19&#039;&#039;&#039; or &#039;&#039;&#039;TANE&#039;&#039;&#039; (both programs use identical methods).&lt;br /&gt;
* For instructions on how to &#039;&#039;&#039;backup&#039;&#039;&#039; a Picklist, see the wiki page &#039;&#039;&#039;[[How to Backup a Picklist]]&#039;&#039;&#039;&lt;br /&gt;
* For instructions on how to &#039;&#039;&#039;move&#039;&#039;&#039; a Picklist, see the wiki page &#039;&#039;&#039;[[How to Move a Picklist]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Both programs provide you with two different methods of creating &#039;&#039;&#039;Picklists&#039;&#039;&#039;, using either &#039;&#039;&#039;Content Manager&#039;&#039;&#039; (or &#039;&#039;&#039;Manage Content&#039;&#039;&#039; from the TANE/TRS19 Launcher) or in &#039;&#039;&#039;Surveyor&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Using Content Manager (CM)&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffff&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[file:Steps.PNG]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&#039;&#039;&#039;Step 1: Select the assets&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffb0&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[file:NotePad.PNG]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&#039;&#039;&#039;Notes:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Only assets that are &#039;&#039;&#039;installed on your system&#039;&#039;&#039; can be added to a Picklist. They can be built-in, base, payware or installed from the DLS.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;br&amp;gt;From the &#039;&#039;&#039;TRS19&#039;&#039;&#039; or &#039;&#039;&#039;TANE&#039;&#039;&#039; Launcher&lt;br /&gt;
#select &#039;&#039;&#039;Manage Content&#039;&#039;&#039;&lt;br /&gt;
#(optional step) in &#039;&#039;&#039;Content Manager&#039;&#039;&#039; select a filter or create a custom filter to show the assets you want in the Picklist &lt;br /&gt;
#use the left mouse button and either the &#039;&#039;&#039;Ctrl&#039;&#039;&#039; or &#039;&#039;&#039;Shift&#039;&#039;&#039; key to click on each asset that is to be added to the Picklist&amp;lt;br&amp;gt;&lt;br /&gt;
[[file:PickList_CM01.png]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffff&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[file:Steps.PNG]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&#039;&#039;&#039;Step 2: Add the assets to the Picklist&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
#right mouse click on &#039;&#039;any one&#039;&#039; of the highlighted assets&lt;br /&gt;
#select &#039;&#039;&#039;Add to Picklist&#039;&#039;&#039; from the popup menu&lt;br /&gt;
#select either:-&lt;br /&gt;
:#an existing Picklist (if any) to add the assets to that Picklist, or&lt;br /&gt;
:#&#039;&#039;&#039;New Picklist&#039;&#039;&#039; to create a new list&amp;lt;br&amp;gt;&lt;br /&gt;
[[file:PickList_CM02.png]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffff&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[file:Steps.PNG]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&#039;&#039;&#039;Step 3: Enter Picklist Name (for New Picklist option only)&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
*type a name for the new Picklist and click &#039;&#039;&#039;OK&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[file:PickList_CM03.png]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Using Surveyor&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Surveyor&#039;&#039;&#039; in either &#039;&#039;&#039;TRS19&#039;&#039;&#039; or &#039;&#039;&#039;TANE&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffff&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[file:Steps.PNG]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&#039;&#039;&#039;Step 1: Open the Picklist Window&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;br&amp;gt;From the TRS19/TANE Surveyor...&lt;br /&gt;
*press &#039;&#039;&#039;Ctrl-Shift-F&#039;&#039;&#039; to open the full Search Filter tool (Note: pressing &#039;&#039;&#039;Ctrl-F&#039;&#039;&#039; will only open the find named asset filter tool)&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[file:PickList_Surveyor01.png]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;If you already have one or more Picklists then the current Picklist will be shown. An empty Picklist window indicates that no Picklist has been created.&lt;br /&gt;
*to switch to a different Picklist or to create a new one, click on the &#039;&#039;&#039;down arrow&#039;&#039;&#039; icon shown in the image.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[file:PickList_Surveyor03.png]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;then click either ...&lt;br /&gt;
*&#039;&#039;&#039;Change pick list &amp;gt;&#039;&#039;&#039; to select a different Picklist, or&lt;br /&gt;
*&#039;&#039;&#039;Create pick list&#039;&#039;&#039; to create a new one&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If you have selected &#039;&#039;&#039;Create pick list&#039;&#039;&#039; then you will have to enter a name for the list then click the &#039;&#039;&#039;OK&#039;&#039;&#039; (tick) button.&amp;lt;br&amp;gt;&lt;br /&gt;
[[file:PickList_Surveyor04.png]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffff&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[file:Steps.PNG]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&#039;&#039;&#039;Step 2: Add the assets to the Picklist&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
#Open the tool selection window for the types of assets to be added. For example: the Object Tool Window (&#039;&#039;&#039;F3&#039;&#039;&#039; key)&lt;br /&gt;
#Scroll down the selection window to an asset that is to be added to the Picklist&lt;br /&gt;
#&#039;&#039;&#039;Drag &amp;amp; Drop&#039;&#039;&#039; the asset from the selection window to the Picklist window&lt;br /&gt;
#*You may also toggle the &amp;quot;get&amp;quot; button state from &amp;quot;get object&amp;quot; to &amp;quot;get picklist&amp;quot; via RMB. &lt;br /&gt;
#*This lets you click-select items already on the map, and place them in a picklist.&lt;br /&gt;
#Repeat as required&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[file:PickList_Surveyor02.png]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#c1e7e7&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[file:DotPoint.JPG]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;Each asset is automatically added and saved to the Picklist when it is &amp;quot;dropped&amp;quot; into the Picklist window&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[file:DotPoint.JPG]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;If you drag &amp;amp; drop an asset into the Picklist window and it does not appear, then it usually means that the asset is already present in the list&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[file:DotPoint.JPG]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&#039;&#039;&#039;To remove an asset from the Picklist simply drag it out of the Picklist window onto the Surveyor screen&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Press the &#039;&#039;&#039;&amp;lt;u&amp;gt;ESC&amp;lt;/u&amp;gt;&#039;&#039;&#039;ape key to close the Search Filter/Picklist Tool&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Trainz Wiki&#039;&#039;&#039;=&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; bgcolor=#ffffff&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[file:TrainzWiki.png]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&#039;&#039;&#039;More Tutorials and Guides to Using Trainz&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://online.ts2009.com/mediaWiki/index.php/HowTo How to Guides]&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Driver Commands List]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Session Rule List with Parameters|Session Rules List (Alphabetical) with Parameters]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Session Rules By Categories With Properties|Session Rules List (Categories) With Parameters]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:How-to guides]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:Moving_Content&amp;diff=20674</id>
		<title>Help:Moving Content</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:Moving_Content&amp;diff=20674"/>
		<updated>2019-08-19T21:41:30Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Creating a New Local Data Folder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz stores additional content and user settings separately from the Trainz installation folder. A platform-specific default path is used, which can be accessed in your platform-specific file manager as described below. This folder may grow to a substantial size over time. If required, you may specify an alternate location for storing your content.&lt;br /&gt;
&lt;br /&gt;
These instructions apply to TANE build 82340 and above. The same steps can be used for TRS2019, just replace &#039;TANE&#039; with &#039;TRS2019&#039; for folder names!&lt;br /&gt;
&lt;br /&gt;
=Locating your Local Data Folder=&lt;br /&gt;
&lt;br /&gt;
From the launcher of any Trainz installation, you can click the &amp;quot;Trainz Settings&amp;quot; button and then switch to the &amp;quot;Install&amp;quot; tab to see the full path to that installation&#039;s local data folder. You can navigate directly to that path using your system&#039;s file manager, however please keep in mind that the parent folders of the default location may be hidden on some systems so simply starting at the top level of your computer and working your way down may not work.&lt;br /&gt;
&lt;br /&gt;
In order to navigate directly to the local data folder&#039;s default location, the following steps can be used:&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
In Windows, the local data folder is stored by default at a subfolder of &amp;quot;C:\Users\&amp;lt;username&amp;gt;\AppData\Local\N3V Games\TANE&amp;quot; (where &amp;quot;&amp;lt;username&amp;gt;&amp;quot; is the username of the logged-in Windows user account.)&lt;br /&gt;
&lt;br /&gt;
You may access this location in Windows Explorer by entering the path &amp;quot;%appdata%\..\Local\N3V Games\TANE&amp;quot; into the Window Explorer address bar. At this location you will see one or more local data folders, corresponding with your various Trainz installations. The name of each folder here includes a random character string which has no meaning but simply allows for multiple installs to coexist without overwriting each other&#039;s data files.&lt;br /&gt;
&lt;br /&gt;
You will also find a text file at this location named &amp;quot;userdata-redirect-map.txt&amp;quot; which lists the correlation between each Trainz installation and its local data folder. While it is possible to hand-edit this file using a program such as WordPad.exe, it is not recommended due to the potential for data loss.&lt;br /&gt;
&lt;br /&gt;
==Mac OS X==&lt;br /&gt;
In Mac OS X, the local data folder is stored by default at a subfolder of &amp;quot;/Users/&amp;lt;username&amp;gt;/Library/Containers/com.n3vgames.tane&amp;quot; (where &amp;quot;&amp;lt;username&amp;gt;&amp;quot; is the username of the logged-in Mac OS X user account.)&lt;br /&gt;
&lt;br /&gt;
You may access this location in Finder by using &amp;quot;Go To&amp;quot; (command-shift-G) and then entering the address &amp;quot;~/Library/Containers/com.n3vgames.tane/Data&amp;quot;. At this location you will see one or more local data folders, corresponding with your various Trainz installations. The name of each folder here includes a random character string which has no meaning but simply allows for multiple installs to coexist without overwriting each other&#039;s data files.&lt;br /&gt;
&lt;br /&gt;
You will also find a file at this location named &amp;quot;userdata-redirect-map.txt&amp;quot; which lists the correlation between each Trainz installation and its local data folder. It is typically not possible to hand-edit this file due to the way that Mac OS X encodes file paths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Copy\Move\Archive your Local Data Folder=&lt;br /&gt;
&lt;br /&gt;
# Open &amp;quot;Launcher &amp;gt; Trainz Settings &amp;gt; Install tab&amp;quot;.&lt;br /&gt;
#:* Note the path displayed in the &amp;quot;Local Data Folder&amp;quot; field (this is your current data directory where your user content resides).&lt;br /&gt;
#:* &amp;lt;i&amp;gt;Recommended...&amp;lt;/i&amp;gt; &lt;br /&gt;
#::* Highlight and Copy this path to Notepad.&lt;br /&gt;
#::* Verify all other tabs contain the settings you want, including your authentication credentials.&amp;lt;br&amp;gt;&lt;br /&gt;
# Open Windows Explorer and navigate to the current data folder (you may paste the path from step 1 to open directly).&lt;br /&gt;
# Open a second instance of Windows Explorer and create a new empty folder at the desired location (e.g. D:\TANE_Content)&lt;br /&gt;
#:* Highlight and Copy this new path to your clipboard &lt;br /&gt;
#:* Paste this new path into the &amp;quot;Local Data Folder&amp;quot; field&lt;br /&gt;
# Close the Settings dialog &lt;br /&gt;
#:* ...there will be a prompt telling you about restarting, acknowledge it.&lt;br /&gt;
#:* ...close the Launcher&lt;br /&gt;
# Focus on the first instance of Windows Explorer, copy all files\folders here into the new folder (the 2nd instance of Explorer).&lt;br /&gt;
#:* i.e. folders like backup, cache, etc plus assets.tdx and keystore.tdx. &lt;br /&gt;
# Start the launcher&lt;br /&gt;
#:* If you&#039;re watching the new directory in Explorer you&#039;ll see some changes occur (files added).&lt;br /&gt;
# &#039;&#039;&#039;OPTIONAL&#039;&#039;&#039; - Access &amp;quot;Trainz Settings&amp;quot;.&lt;br /&gt;
#:* All settings verified in step 1 should be present on all tabs. &lt;br /&gt;
# Click &amp;quot;Start Trainz&amp;quot;&lt;br /&gt;
# Application will launch as expected.&lt;br /&gt;
#:* If content is missing, or if a database repair commences, or you&#039;re prompted to login, you have made a mistake and will need to re-check the settings above.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Benefits of this process...&#039;&#039;&#039;&lt;br /&gt;
* Provides a method for you to create data directories using naming conventions easily tracked by humans (as opposed to the machine name Trainz generates for its folders)&lt;br /&gt;
* Allows you to move content between builds and patches without resorting to CDP export\import.&lt;br /&gt;
* Allows you to work independently from your &amp;quot;source content&amp;quot; making changes without risk and..., &lt;br /&gt;
* Point back to your old folder anytime you need a reference or to check &amp;quot;how it worked&amp;quot; before you started modifying content.&lt;br /&gt;
* Creates a backup of the &amp;quot;old&amp;quot; content folder and optionally archive\delete the old folder to free up space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039;&lt;br /&gt;
* DO NOT ever delete the C:\Users\&amp;lt;pc name&amp;gt;\AppData\Local\N3V Games\TANE folder OR the userdata-redirect-map.txt file in that folder. &lt;br /&gt;
:* This file is required by TANE to ensure the Local Data Folder is found. &lt;br /&gt;
:* If the redirect file does not exist, TANE will create a new one and create a new local data folder in the default location and you are back to your starting point.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;TROUBLESHOOTING:&#039;&#039;&#039;&lt;br /&gt;
* If a new unused /build xxxxxxxx folder is created in the default location upon restarting, you have not followed the steps correctly  - please review the steps again.&lt;br /&gt;
* If you are asked to enter your username again, you have not followed the steps correctly - please review the steps again.&lt;br /&gt;
&lt;br /&gt;
=Creating a New Local Data Folder=&lt;br /&gt;
&lt;br /&gt;
Sometimes your Local Data Folder can end up with corrupt data. In this case, the solution is to create a new folder which contains no 3rd party content. From there, you can then IMPORT your old content and work out which items may be causing issues.&lt;br /&gt;
&lt;br /&gt;
# Open the Launcher &amp;gt; Trainz Settings &amp;gt; Install (tab). &lt;br /&gt;
#:*...see the &amp;quot;Local Data Folder&amp;quot; field, this is the path for your game data. &lt;br /&gt;
#:*...the default path is C:\Users\&amp;lt;username&amp;gt;\AppData\Local\N3V Games\&amp;lt;version&amp;gt;\build folder&lt;br /&gt;
#::*The default build folder uses an alphanumeric system generated name. The next steps are important to make sure you are looking at the correct folder if you have more than one&lt;br /&gt;
#Highlight the full path and use Ctrl-C to copy it.&lt;br /&gt;
#Open Windows Explorer and paste the path into the Explorer address dropdown (usually opens to &amp;quot;this PC&amp;quot;) &lt;br /&gt;
#:*Key-press &amp;lt;Enter&amp;gt;. &lt;br /&gt;
#:*You are now in your games current data directory. &lt;br /&gt;
#Navigate up one directory level (you can use the little &amp;quot;up arrow&amp;quot; on the left of of the address dropdown)&lt;br /&gt;
#Create a new folder and give it a name&lt;br /&gt;
#Now double-click into this new folder (it will be empty), and copy the path just like you did in the above step #2.&lt;br /&gt;
#Now go back to Launcher &amp;gt; Trainz Settings &amp;gt; Install tab, paste the new path, replacing the current path, in the &amp;quot;Local Data Folder&amp;quot; field&lt;br /&gt;
#Close the Trainz Settings form (a message will appear saying the game needs a restart, click OK, then close the Launcher too)&lt;br /&gt;
#Restart the game. A few things will happen&lt;br /&gt;
#:*...(if TRS19), you&#039;ll see the &amp;quot;Trainz Performance Configuration&amp;quot; dialog. you can select an option or click &amp;quot;Skip...&amp;quot; on the lower right.&lt;br /&gt;
#:*...in Explorer you&#039;ll see the folder get populated with some new sub-folders and files.&lt;br /&gt;
#:*...you&#039;ll need to provide your user name\password in Trainz Settings &amp;gt; Internet (tab)&lt;br /&gt;
#Click Start Trainz and complete the database build. Now your game is pointing to a &amp;quot;clean data directory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTES: &lt;br /&gt;
*This process does not copy any of your local content across, this mirrors a first time installation with built-in content only. You may hear this referred to as &amp;quot;baseline&amp;quot;.&lt;br /&gt;
*This is applicable to TANE &amp;amp; TRS19 (minus the performance config), and may be used to easily swap between testing &amp;amp; working folders.&lt;br /&gt;
 &lt;br /&gt;
Return to [[Help:TRS19|TRS19 Help Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Info: [[Help:Importing Content|Importing Content]]&lt;br /&gt;
&lt;br /&gt;
[[Category:TRS19]]&lt;br /&gt;
[[Category: Help]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:Moving_Content&amp;diff=20084</id>
		<title>Help:Moving Content</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:Moving_Content&amp;diff=20084"/>
		<updated>2019-08-02T15:56:01Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Creating a New Local Data Folder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz stores additional content and user settings separately from the Trainz installation folder. A platform-specific default path is used, which can be accessed in your platform-specific file manager as described below. This folder may grow to a substantial size over time. If required, you may specify an alternate location for storing your content.&lt;br /&gt;
&lt;br /&gt;
These instructions apply to TANE build 82340 and above. The same steps can be used for TRS2019, just replace &#039;TANE&#039; with &#039;TRS2019&#039; for folder names!&lt;br /&gt;
&lt;br /&gt;
=Locating your Local Data Folder=&lt;br /&gt;
&lt;br /&gt;
From the launcher of any Trainz installation, you can click the &amp;quot;Trainz Settings&amp;quot; button and then switch to the &amp;quot;Install&amp;quot; tab to see the full path to that installation&#039;s local data folder. You can navigate directly to that path using your system&#039;s file manager, however please keep in mind that the parent folders of the default location may be hidden on some systems so simply starting at the top level of your computer and working your way down may not work.&lt;br /&gt;
&lt;br /&gt;
In order to navigate directly to the local data folder&#039;s default location, the following steps can be used:&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
In Windows, the local data folder is stored by default at a subfolder of &amp;quot;C:\Users\&amp;lt;username&amp;gt;\AppData\Local\N3V Games\TANE&amp;quot; (where &amp;quot;&amp;lt;username&amp;gt;&amp;quot; is the username of the logged-in Windows user account.)&lt;br /&gt;
&lt;br /&gt;
You may access this location in Windows Explorer by entering the path &amp;quot;%appdata%\..\Local\N3V Games\TANE&amp;quot; into the Window Explorer address bar. At this location you will see one or more local data folders, corresponding with your various Trainz installations. The name of each folder here includes a random character string which has no meaning but simply allows for multiple installs to coexist without overwriting each other&#039;s data files.&lt;br /&gt;
&lt;br /&gt;
You will also find a text file at this location named &amp;quot;userdata-redirect-map.txt&amp;quot; which lists the correlation between each Trainz installation and its local data folder. While it is possible to hand-edit this file using a program such as WordPad.exe, it is not recommended due to the potential for data loss.&lt;br /&gt;
&lt;br /&gt;
==Mac OS X==&lt;br /&gt;
In Mac OS X, the local data folder is stored by default at a subfolder of &amp;quot;/Users/&amp;lt;username&amp;gt;/Library/Containers/com.n3vgames.tane&amp;quot; (where &amp;quot;&amp;lt;username&amp;gt;&amp;quot; is the username of the logged-in Mac OS X user account.)&lt;br /&gt;
&lt;br /&gt;
You may access this location in Finder by using &amp;quot;Go To&amp;quot; (command-shift-G) and then entering the address &amp;quot;~/Library/Containers/com.n3vgames.tane/Data&amp;quot;. At this location you will see one or more local data folders, corresponding with your various Trainz installations. The name of each folder here includes a random character string which has no meaning but simply allows for multiple installs to coexist without overwriting each other&#039;s data files.&lt;br /&gt;
&lt;br /&gt;
You will also find a file at this location named &amp;quot;userdata-redirect-map.txt&amp;quot; which lists the correlation between each Trainz installation and its local data folder. It is typically not possible to hand-edit this file due to the way that Mac OS X encodes file paths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Copy\Move\Archive your Local Data Folder=&lt;br /&gt;
&lt;br /&gt;
# Open &amp;quot;Launcher &amp;gt; Trainz Settings &amp;gt; Install tab&amp;quot;.&lt;br /&gt;
#:* Note the path displayed in the &amp;quot;Local Data Folder&amp;quot; field (this is your current data directory where your user content resides).&lt;br /&gt;
#:* &amp;lt;i&amp;gt;Recommended...&amp;lt;/i&amp;gt; &lt;br /&gt;
#::* Highlight and Copy this path to Notepad.&lt;br /&gt;
#::* Verify all other tabs contain the settings you want, including your authentication credentials.&amp;lt;br&amp;gt;&lt;br /&gt;
# Open Windows Explorer and navigate to the current data folder (you may paste the path from step 1 to open directly).&lt;br /&gt;
# Open a second instance of Windows Explorer and create a new empty folder at the desired location (e.g. D:\TANE_Content)&lt;br /&gt;
#:* Highlight and Copy this new path to your clipboard &lt;br /&gt;
#:* Paste this new path into the &amp;quot;Local Data Folder&amp;quot; field&lt;br /&gt;
# Close the Settings dialog &lt;br /&gt;
#:* ...there will be a prompt telling you about restarting, acknowledge it.&lt;br /&gt;
#:* ...close the Launcher&lt;br /&gt;
# Focus on the first instance of Windows Explorer, copy all files\folders here into the new folder (the 2nd instance of Explorer).&lt;br /&gt;
#:* i.e. folders like backup, cache, etc plus assets.tdx and keystore.tdx. &lt;br /&gt;
# Start the launcher&lt;br /&gt;
#:* If you&#039;re watching the new directory in Explorer you&#039;ll see some changes occur (files added).&lt;br /&gt;
# &#039;&#039;&#039;OPTIONAL&#039;&#039;&#039; - Access &amp;quot;Trainz Settings&amp;quot;.&lt;br /&gt;
#:* All settings verified in step 1 should be present on all tabs. &lt;br /&gt;
# Click &amp;quot;Start Trainz&amp;quot;&lt;br /&gt;
# Application will launch as expected.&lt;br /&gt;
#:* If content is missing, or if a database repair commences, or you&#039;re prompted to login, you have made a mistake and will need to re-check the settings above.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Benefits of this process...&#039;&#039;&#039;&lt;br /&gt;
* Provides a method for you to create data directories using naming conventions easily tracked by humans (as opposed to the machine name Trainz generates for its folders)&lt;br /&gt;
* Allows you to move content between builds and patches without resorting to CDP export\import.&lt;br /&gt;
* Allows you to work independently from your &amp;quot;source content&amp;quot; making changes without risk and..., &lt;br /&gt;
* Point back to your old folder anytime you need a reference or to check &amp;quot;how it worked&amp;quot; before you started modifying content.&lt;br /&gt;
* Creates a backup of the &amp;quot;old&amp;quot; content folder and optionally archive\delete the old folder to free up space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039;&lt;br /&gt;
* DO NOT ever delete the C:\Users\&amp;lt;pc name&amp;gt;\AppData\Local\N3V Games\TANE folder OR the userdata-redirect-map.txt file in that folder. &lt;br /&gt;
:* This file is required by TANE to ensure the Local Data Folder is found. &lt;br /&gt;
:* If the redirect file does not exist, TANE will create a new one and create a new local data folder in the default location and you are back to your starting point.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;TROUBLESHOOTING:&#039;&#039;&#039;&lt;br /&gt;
* If a new unused /build xxxxxxxx folder is created in the default location upon restarting, you have not followed the steps correctly  - please review the steps again.&lt;br /&gt;
* If you are asked to enter your username again, you have not followed the steps correctly - please review the steps again.&lt;br /&gt;
&lt;br /&gt;
=Creating a New Local Data Folder=&lt;br /&gt;
&lt;br /&gt;
Sometimes your Local Data Folder can end up with corrupt data. In this case, the solution is to create a new folder which contains no 3rd party content. From there, you can then IMPORT your old content and work out which items may be causing issues.&lt;br /&gt;
&lt;br /&gt;
# Open the Launcher &amp;gt; Trainz Settings &amp;gt; Install (tab). &lt;br /&gt;
#:*...see the &amp;quot;Local Data Folder&amp;quot; field, this is the path for your game data. &lt;br /&gt;
#:*...the default path is C:\Users\&amp;lt;username&amp;gt;\AppData\Local\N3V Games\&amp;lt;version&amp;gt;\build folder&lt;br /&gt;
#::*The default build folder uses an alphanumeric system generated name. The next steps are important to make sure you are looking at the correct folder if you have more than one&lt;br /&gt;
# Highlight the full path and use Ctrl-C to copy it.&lt;br /&gt;
# Open Windows Explorer and paste the path into the Explorer address dropdown (usually opens to &amp;quot;this PC&amp;quot;) &lt;br /&gt;
#:* Key-press &amp;lt;Enter&amp;gt;. &lt;br /&gt;
#:* You are now in your games current data directory. &lt;br /&gt;
# Navigate up one directory level (you can use the little &amp;quot;up arrow&amp;quot; on the left of of the address dropdown)&lt;br /&gt;
# Create a new folder and give it a name&lt;br /&gt;
# Now double-click into this new folder (it will be empty), and copy the path just like you did in the above step #2.&lt;br /&gt;
# Now go back to Launcher &amp;gt; Trainz Settings &amp;gt; Install tab, paste the new path, replacing the current path, in the &amp;quot;Local Data Folder&amp;quot; field&lt;br /&gt;
# Close the Trainz Settings form (a message will appear saying the game needs a restart, click OK, then close the Launcher too)&lt;br /&gt;
# Restart the game. A few things will happen&lt;br /&gt;
#:*...in Explorer you&#039;ll see the folder get populated with some new sub-folders and files.&lt;br /&gt;
#:*...the &amp;quot;Trainz Performance Configuration&amp;quot; form will open (you can set these parameter here\now or skip is and do it later on the Performance tab)&lt;br /&gt;
#:*...you&#039;ll need to provide your user name\password in Trainz Settings &amp;gt; Internet (tab)&lt;br /&gt;
# Click Start Trainz and complete the database build&lt;br /&gt;
&lt;br /&gt;
* Now your application is pointing to a &amp;quot;clean data directory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTE: &lt;br /&gt;
* This process does not copy any of your local content across.&lt;br /&gt;
* This process is applicable to both TANE and TRS19&lt;br /&gt;
&lt;br /&gt;
Return to [[Help:TRS19|TRS19 Help Page]]&lt;br /&gt;
[[Category:TRS19]]&lt;br /&gt;
[[Category: Help]]&lt;br /&gt;
&lt;br /&gt;
Additional Info: [[Help:Importing Content|Importing Content]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:Importing_Content&amp;diff=19499</id>
		<title>Help:Importing Content</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:Importing_Content&amp;diff=19499"/>
		<updated>2019-07-17T00:03:45Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Recommended Methods of Transferring Content */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TRS2019 has been designed to be backwards compatible with the majority of content from previous versions of Trainz so it is possible to import your content from TANE into TRS2019 (and even from one build of TRS2019 into a new one).&lt;br /&gt;
&lt;br /&gt;
It is important to know that TRS2019 requires the original textures to show correctly in-game, and therefore built-in content and DLC content, which does not contain source files, cannot be imported directly (or it will become &#039;faulty&#039;). All DLC packs are expected to become available for TRS2019 via the Asset Download tool after TRS2019 is fully released (may not be available during Early Access).&lt;br /&gt;
&lt;br /&gt;
Built-in content from TS2010 and earlier (excluding routes that were new in TS2010) is available from the Download Station.&lt;br /&gt;
&lt;br /&gt;
We are in the process of preparing the TS12 and TS2010 routes for downloading.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recommended Methods of Transferring Content==&lt;br /&gt;
There are several different methods that can be used to transfer content between different installations/versions of Trainz. Some are more suitable for smaller amounts of content, whilst others are suited to large amounts of content.&lt;br /&gt;
&lt;br /&gt;
Use the Status column to avoid content marked as ‘payware’, ‘built-in’, or ‘installed from DLS’. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #ff9797;border-style: dotted; width:800px; overflow:auto; &amp;quot;&amp;gt;&lt;br /&gt;
DO NOT attempt to transfer content marked as ‘payware’ or ‘built-in’ manually as it will not include the textures and will show as faulty.&amp;lt;br&amp;gt;&lt;br /&gt;
This content is downloaded via in-game Asset Download window. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is also recommended that content marked as ‘installed from DLS’ be downloaded again, see section [[#Content from the Download Station|Content From Download Station]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Using Columns in Content Manager===&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-usingcolumns&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide Using Columns in Content Manager&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;overflow:auto;&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-usingcolumns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Using columns in Content Manager is very simple, and can make finding specific content much easier! &lt;br /&gt;
&lt;br /&gt;
:To start with, you will need to ensure that Content Manager is not set to thumbnail mode, as this will turn off the columns. The option for this is found in the Trainz Settings.&lt;br /&gt;
&lt;br /&gt;
:To add columns, simply right click on one of the column names and go to ‘insert column’, then click on the Column you wish to add’.&lt;br /&gt;
&lt;br /&gt;
:To sort by a column, click on the column name. This will sort in ascending order, if you click again then it will sort in descending order. &lt;br /&gt;
&lt;br /&gt;
:For transferring content, add the ‘status’ column, then click on this column to sort by status. Now locate all content marked as ‘locally modified’, as this will be mostly content you have created, or content you have edited or installed from 3rd party websites.&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-usingcolumns&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide Using Columns in Content Manager&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Transferring via CDP files (Easiest)==&lt;br /&gt;
One method you can use is to save your content to a cdp file, or cdp files, and then import this into TRS2019. Note: cdp files should not be made larger than 500MB in size, so as to ensure that the file does not become corrupted and can be imported successfully by Trainz.&lt;br /&gt;
&lt;br /&gt;
This method is recommended for transferring smaller numbers of assets, or individual assets.&lt;br /&gt;
&lt;br /&gt;
To save the cdp file, follow these steps:&lt;br /&gt;
# Open Trainz Content or Content Manager in your old installation of Trainz&lt;br /&gt;
# Locate and select the asset(s) you wish to transfer&lt;br /&gt;
# Right click and click on &#039;Export to CDP&#039; (or &#039;Save as CDP&#039;)&lt;br /&gt;
# Choose a location you’ll remember to save them to, then give the cdp file a name and click on &#039;Save&#039;&lt;br /&gt;
&lt;br /&gt;
You can save multiple assets to the same cdp file. To do so, hold the CTRL key and left click on each asset, then follow steps 3 and 4 above.&lt;br /&gt;
&lt;br /&gt;
To import the cdp files, follow these steps: &lt;br /&gt;
&lt;br /&gt;
# Open TRS2019&#039;s Trainz Content (content manager) tool by clicking on &#039;Manage Content&#039; on the Launcher&lt;br /&gt;
# Drag and drop the &#039;cdp&#039; files into the Trainz Content window&lt;br /&gt;
&lt;br /&gt;
The content will then be installed. You can import multiple cdp files at the same time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Transferring via &#039;Open for Edit&#039; (Better for transferring a large amount of content)==&lt;br /&gt;
For importing large amounts of content, we recommend the following approach for importing content from your older installation of Trainz:&lt;br /&gt;
&lt;br /&gt;
# Open Trainz Content or Content Manager in your previous installation of Trainz&lt;br /&gt;
# Locate an asset you wish to transfer&lt;br /&gt;
# Right click on the asset, then go to &#039;Open&#039; &lt;br /&gt;
# Click on &#039;Open for Editing&#039;&lt;br /&gt;
# Repeat for all other assets you wish to transfer.&lt;br /&gt;
&lt;br /&gt;
When you have opened for edit every asset you wish to transfer, right click on one of the assets, then go to &#039;open&#039; and click on &#039;Show in Explorer&#039; or &#039;Show in Finder&#039;. &lt;br /&gt;
&lt;br /&gt;
You should then see an Explorer/Finder window open showing the open asset. Go to the &#039;Address&#039; bar at the top, and click on the folder called &#039;Editing&#039;. This will show all of the open for edit assets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To import the content, follow these steps:&lt;br /&gt;
# Open TRS2019&#039;s Trainz Content (content manager) tool by clicking on &#039;Manage Content&#039; on the launcher&lt;br /&gt;
# Select all of the folders within the &#039;Editing&#039; folder in Explorer/Finder &lt;br /&gt;
# Drag and Drop these into the Trainz Content window&lt;br /&gt;
&lt;br /&gt;
The content will then be imported into TRS2019.&lt;br /&gt;
&lt;br /&gt;
An alternative option, once you have opened your assets for edit, is to find the location of your LocalData folder and then import directly from this using the ‘import content folder’ tool. This is done by following these steps:&lt;br /&gt;
&lt;br /&gt;
# Open the launcher screen for your previous installation of Trainz&lt;br /&gt;
# Click on Trainz Settings&lt;br /&gt;
# Click on the ‘Install’ tab&lt;br /&gt;
# Your LocalData location will then be shown in the ‘LocalData’ path box. The last folder in the path will be named ‘build xxxxxxxxx’ (the Xs will be random letters and numbers)&lt;br /&gt;
# Open the launcher screen for TRS2019&lt;br /&gt;
# Click on Manage Content&lt;br /&gt;
# Click on ‘File’ at the top of the screen, then click on ‘import content folder’&lt;br /&gt;
# Go to the location that was shown in the install tab of your previous installation&lt;br /&gt;
# Click on the ‘Editing’ folder in the ‘build xxxxxxxxx’ folder&lt;br /&gt;
# click on ‘Open’&lt;br /&gt;
# Your content will then be imported into TRS2019.&lt;br /&gt;
&lt;br /&gt;
==Dependencies==&lt;br /&gt;
Dependencies are the assets that another asset relies on, such as all of the scenery objects used on a route, or the trains used in a session.&lt;br /&gt;
&lt;br /&gt;
You can view an assets dependencies by right clicking on it, then click on ‘list dependencies’.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you click on ‘list dependencies recursively’, this will display the dependencies of the selected assets dependencies. This is useful if the dependencies are likely to be ‘complex’ objects (ie trains, procedural tracks, complex scenery objects, etc). Use this option if you are not sure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Content from the Download Station==&lt;br /&gt;
It is recommended that content from the Download Station be downloaded again, rather than be transferred using the above methods. This ensures that you have the latest version of all assets from the Download Station, and will ensure that the assets remain compatible with Multiplayer.&lt;br /&gt;
&lt;br /&gt;
==Further Information==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #ff9797;border-style: dotted; width:800px; overflow:auto; &amp;quot;&amp;gt;&lt;br /&gt;
Do NOT attempt to transfer assets from previous versions over into TRS2019 by simply copying your LocalData folders or creating .cdps. The format of the LocalData folders may not be compatible with TRS2019.&lt;br /&gt;
&lt;br /&gt;
You must not set TRS19 to use the LocalData folder for Trainz: A New Era or any other version of Trainz. Doing so can cause Trainz to become unstable, or cease to function correctly, and may damage any content in the LocalData folder.&lt;br /&gt;
&lt;br /&gt;
Please note that the following items cannot be imported into TRS2019 directly:&lt;br /&gt;
&lt;br /&gt;
* .ja files&lt;br /&gt;
* .tzarc files&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to&lt;br /&gt;
*[[Help:TRS19|TRS19 Help Page]]&lt;br /&gt;
*[[Help:TRS2019_Trainz_Content|Trainz Content]]&lt;br /&gt;
*[[Help:Content_Manager|Content Manager]]&lt;br /&gt;
&lt;br /&gt;
[[Category:TRS19]]&lt;br /&gt;
[[Category: Help]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:Importing_Content&amp;diff=19498</id>
		<title>Help:Importing Content</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:Importing_Content&amp;diff=19498"/>
		<updated>2019-07-17T00:02:26Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Recommended Methods of Transferring Content */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TRS2019 has been designed to be backwards compatible with the majority of content from previous versions of Trainz so it is possible to import your content from TANE into TRS2019 (and even from one build of TRS2019 into a new one).&lt;br /&gt;
&lt;br /&gt;
It is important to know that TRS2019 requires the original textures to show correctly in-game, and therefore built-in content and DLC content, which does not contain source files, cannot be imported directly (or it will become &#039;faulty&#039;). All DLC packs are expected to become available for TRS2019 via the Asset Download tool after TRS2019 is fully released (may not be available during Early Access).&lt;br /&gt;
&lt;br /&gt;
Built-in content from TS2010 and earlier (excluding routes that were new in TS2010) is available from the Download Station.&lt;br /&gt;
&lt;br /&gt;
We are in the process of preparing the TS12 and TS2010 routes for downloading.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recommended Methods of Transferring Content==&lt;br /&gt;
There are several different methods that can be used to transfer content between different installations/versions of Trainz. Some are more suitable for smaller amounts of content, whilst others are suited to large amounts of content.&lt;br /&gt;
&lt;br /&gt;
Use the Status column to avoid content marked as ‘payware’, ‘built-in’, or ‘installed from DLS’. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #ff9797;border-style: dotted; width:800px; overflow:auto; &amp;quot;&amp;gt;&lt;br /&gt;
DO NOT attempt to transfer content marked as ‘payware’ or ‘built-in’ manually as it will not include the textures and will show as faulty.&amp;lt;br&amp;gt;&lt;br /&gt;
This content is downloaded via in-game Asset Download window. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is also recommended that content marked as ‘installed from DLS’ be downloaded again, see [[#Content from the Download Station|Content From Download Station]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Using Columns in Content Manager===&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-usingcolumns&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide Using Columns in Content Manager&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;overflow:auto;&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision-usingcolumns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Using columns in Content Manager is very simple, and can make finding specific content much easier! &lt;br /&gt;
&lt;br /&gt;
:To start with, you will need to ensure that Content Manager is not set to thumbnail mode, as this will turn off the columns. The option for this is found in the Trainz Settings.&lt;br /&gt;
&lt;br /&gt;
:To add columns, simply right click on one of the column names and go to ‘insert column’, then click on the Column you wish to add’.&lt;br /&gt;
&lt;br /&gt;
:To sort by a column, click on the column name. This will sort in ascending order, if you click again then it will sort in descending order. &lt;br /&gt;
&lt;br /&gt;
:For transferring content, add the ‘status’ column, then click on this column to sort by status. Now locate all content marked as ‘locally modified’, as this will be mostly content you have created, or content you have edited or installed from 3rd party websites.&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myDivision-usingcolumns&amp;quot;&amp;gt;&#039;&#039;&#039;+ Click to show/hide Using Columns in Content Manager&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Transferring via CDP files (Easiest)==&lt;br /&gt;
One method you can use is to save your content to a cdp file, or cdp files, and then import this into TRS2019. Note: cdp files should not be made larger than 500MB in size, so as to ensure that the file does not become corrupted and can be imported successfully by Trainz.&lt;br /&gt;
&lt;br /&gt;
This method is recommended for transferring smaller numbers of assets, or individual assets.&lt;br /&gt;
&lt;br /&gt;
To save the cdp file, follow these steps:&lt;br /&gt;
# Open Trainz Content or Content Manager in your old installation of Trainz&lt;br /&gt;
# Locate and select the asset(s) you wish to transfer&lt;br /&gt;
# Right click and click on &#039;Export to CDP&#039; (or &#039;Save as CDP&#039;)&lt;br /&gt;
# Choose a location you’ll remember to save them to, then give the cdp file a name and click on &#039;Save&#039;&lt;br /&gt;
&lt;br /&gt;
You can save multiple assets to the same cdp file. To do so, hold the CTRL key and left click on each asset, then follow steps 3 and 4 above.&lt;br /&gt;
&lt;br /&gt;
To import the cdp files, follow these steps: &lt;br /&gt;
&lt;br /&gt;
# Open TRS2019&#039;s Trainz Content (content manager) tool by clicking on &#039;Manage Content&#039; on the Launcher&lt;br /&gt;
# Drag and drop the &#039;cdp&#039; files into the Trainz Content window&lt;br /&gt;
&lt;br /&gt;
The content will then be installed. You can import multiple cdp files at the same time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Transferring via &#039;Open for Edit&#039; (Better for transferring a large amount of content)==&lt;br /&gt;
For importing large amounts of content, we recommend the following approach for importing content from your older installation of Trainz:&lt;br /&gt;
&lt;br /&gt;
# Open Trainz Content or Content Manager in your previous installation of Trainz&lt;br /&gt;
# Locate an asset you wish to transfer&lt;br /&gt;
# Right click on the asset, then go to &#039;Open&#039; &lt;br /&gt;
# Click on &#039;Open for Editing&#039;&lt;br /&gt;
# Repeat for all other assets you wish to transfer.&lt;br /&gt;
&lt;br /&gt;
When you have opened for edit every asset you wish to transfer, right click on one of the assets, then go to &#039;open&#039; and click on &#039;Show in Explorer&#039; or &#039;Show in Finder&#039;. &lt;br /&gt;
&lt;br /&gt;
You should then see an Explorer/Finder window open showing the open asset. Go to the &#039;Address&#039; bar at the top, and click on the folder called &#039;Editing&#039;. This will show all of the open for edit assets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To import the content, follow these steps:&lt;br /&gt;
# Open TRS2019&#039;s Trainz Content (content manager) tool by clicking on &#039;Manage Content&#039; on the launcher&lt;br /&gt;
# Select all of the folders within the &#039;Editing&#039; folder in Explorer/Finder &lt;br /&gt;
# Drag and Drop these into the Trainz Content window&lt;br /&gt;
&lt;br /&gt;
The content will then be imported into TRS2019.&lt;br /&gt;
&lt;br /&gt;
An alternative option, once you have opened your assets for edit, is to find the location of your LocalData folder and then import directly from this using the ‘import content folder’ tool. This is done by following these steps:&lt;br /&gt;
&lt;br /&gt;
# Open the launcher screen for your previous installation of Trainz&lt;br /&gt;
# Click on Trainz Settings&lt;br /&gt;
# Click on the ‘Install’ tab&lt;br /&gt;
# Your LocalData location will then be shown in the ‘LocalData’ path box. The last folder in the path will be named ‘build xxxxxxxxx’ (the Xs will be random letters and numbers)&lt;br /&gt;
# Open the launcher screen for TRS2019&lt;br /&gt;
# Click on Manage Content&lt;br /&gt;
# Click on ‘File’ at the top of the screen, then click on ‘import content folder’&lt;br /&gt;
# Go to the location that was shown in the install tab of your previous installation&lt;br /&gt;
# Click on the ‘Editing’ folder in the ‘build xxxxxxxxx’ folder&lt;br /&gt;
# click on ‘Open’&lt;br /&gt;
# Your content will then be imported into TRS2019.&lt;br /&gt;
&lt;br /&gt;
==Dependencies==&lt;br /&gt;
Dependencies are the assets that another asset relies on, such as all of the scenery objects used on a route, or the trains used in a session.&lt;br /&gt;
&lt;br /&gt;
You can view an assets dependencies by right clicking on it, then click on ‘list dependencies’.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you click on ‘list dependencies recursively’, this will display the dependencies of the selected assets dependencies. This is useful if the dependencies are likely to be ‘complex’ objects (ie trains, procedural tracks, complex scenery objects, etc). Use this option if you are not sure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Content from the Download Station==&lt;br /&gt;
It is recommended that content from the Download Station be downloaded again, rather than be transferred using the above methods. This ensures that you have the latest version of all assets from the Download Station, and will ensure that the assets remain compatible with Multiplayer.&lt;br /&gt;
&lt;br /&gt;
==Further Information==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #ff9797;border-style: dotted; width:800px; overflow:auto; &amp;quot;&amp;gt;&lt;br /&gt;
Do NOT attempt to transfer assets from previous versions over into TRS2019 by simply copying your LocalData folders or creating .cdps. The format of the LocalData folders may not be compatible with TRS2019.&lt;br /&gt;
&lt;br /&gt;
You must not set TRS19 to use the LocalData folder for Trainz: A New Era or any other version of Trainz. Doing so can cause Trainz to become unstable, or cease to function correctly, and may damage any content in the LocalData folder.&lt;br /&gt;
&lt;br /&gt;
Please note that the following items cannot be imported into TRS2019 directly:&lt;br /&gt;
&lt;br /&gt;
* .ja files&lt;br /&gt;
* .tzarc files&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to&lt;br /&gt;
*[[Help:TRS19|TRS19 Help Page]]&lt;br /&gt;
*[[Help:TRS2019_Trainz_Content|Trainz Content]]&lt;br /&gt;
*[[Help:Content_Manager|Content Manager]]&lt;br /&gt;
&lt;br /&gt;
[[Category:TRS19]]&lt;br /&gt;
[[Category: Help]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=TrainzUtil&amp;diff=19389</id>
		<title>TrainzUtil</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=TrainzUtil&amp;diff=19389"/>
		<updated>2019-07-13T01:57:39Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[TrainzUtil]] is a command line [[Content Management]] tool.&lt;br /&gt;
&lt;br /&gt;
=Functionality=&lt;br /&gt;
&lt;br /&gt;
[[TrainzUtil]] is capable of performing some content management tasks including:&lt;br /&gt;
* Installation, removal and editing of custom content.&lt;br /&gt;
* Limited searching of local content.&lt;br /&gt;
* Packaging local content for distribution.&lt;br /&gt;
[[TrainzUtil]] provides a small subset of the available content management functions, for most operations [[Content Manager]] should be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Usage=&lt;br /&gt;
&lt;br /&gt;
[[TrainzUtil]] is a command line utility and cannot be started from the [[Trainz Launcher]]. To start [[TrainzUtil]] open a command prompt and navigate to your Trainz &amp;quot;bin&amp;quot; directory (e.g. C:\Program Files\Auran\TS2010\Bin or D:N3V Games\Trainz A New Era etc). You can then launch [[TrainzUtil]] with command arguments as below.&lt;br /&gt;
&lt;br /&gt;
In TRS19, you can enable trainzutil by clicking Trainz Settings &amp;gt; Dev &amp;gt; Enable Advanced debug commands, then restarting the game. You can then run the trainzutil commands from Launcher &amp;gt; Developer &amp;gt; Run trainzutil command.&lt;br /&gt;
&lt;br /&gt;
NOTE: Due to the Windows command prompt treating the &#039;&amp;lt;&#039; and &#039;&amp;gt;&#039; characters as pipe operators, be sure to include quotes around any KUID parameters.  For example:&lt;br /&gt;
&lt;br /&gt;
    trainzutil delete &amp;quot;&amp;lt;kuid:87854:982511580&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* TrainzUtil help&lt;br /&gt;
:&#039;&#039;Display TrainzUtil help text.&#039;&#039; (&#039;&#039;...start here to see all current command line entries available&#039;&#039;)&lt;br /&gt;
* TrainzUtil version&lt;br /&gt;
:&#039;&#039;Display the TrainzUtil build version.&#039;&#039;&lt;br /&gt;
* TrainzUtil echo &amp;lt;TEXT&amp;gt;&lt;br /&gt;
:&#039;&#039;Echo the supplied text.&#039;&#039;&lt;br /&gt;
* TrainzUtil time &lt;br /&gt;
:&#039;&#039;Echoes the current time in RFC 822 format.&#039;&#039;&lt;br /&gt;
* TrainzUtil setlanguage &amp;lt;langCode&amp;gt;&lt;br /&gt;
:&#039;&#039;Set the Trainz language to the language code supplied (eg. US, FR, RU, etc).&#039;&#039;&lt;br /&gt;
* TrainzUtil installCDP &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Install an asset from a CDP file.&#039;&#039;&lt;br /&gt;
* TrainzUtil installfrompath &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Install an asset from a directory.&#039;&#039;&lt;br /&gt;
* TrainzUtil installfromdls &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Install an asset from the Auran Download Station.&#039;&#039;&lt;br /&gt;
* TrainzUtil edit &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Open an asset for editing.&#039;&#039;&lt;br /&gt;
* TrainzUtil generateKUID&lt;br /&gt;
:&#039;&#039;Generate a new KUID number in the local user&#039;s KUID range.&#039;&#039;&lt;br /&gt;
* TrainzUtil createCDP &amp;lt;OUTPUT PATH&amp;gt; &amp;lt;KUID1&amp;gt; &amp;lt;KUID2&amp;gt; ... &amp;lt;KUIDX&amp;gt;&lt;br /&gt;
:&#039;&#039;Export assets to a CDP file.&#039;&#039;&lt;br /&gt;
* TrainzUtil repairdatabase&lt;br /&gt;
:&#039;&#039;Repairs the Trainz Asset Database.&#039;&#039;&lt;br /&gt;
* TrainzUtil repairdatabase extended&lt;br /&gt;
:&#039;&#039;Forces DLC packages to be reinstalled and fully repairs database corruption. [https://support.trainzportal.com/index.php?/Knowledgebase/Article/View/36/8/extended-database-repair:Full Details here]&#039;&#039;&lt;br /&gt;
* TrainzUtil printconfig &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Print the contents of an assets config file to the console.&#039;&#039;&lt;br /&gt;
* TrainzUtil backupkeywords&lt;br /&gt;
:&#039;&#039;Backup all the keywords of your assets.&#039;&#039;&lt;br /&gt;
* TrainzUtil importkeywords&lt;br /&gt;
:&#039;&#039;Import keywords into the Trainz Asset Database.&#039;&#039;&lt;br /&gt;
* TrainzUtil add-keyword &amp;lt;keyword&amp;gt; &amp;lt;KUID&amp;gt; [..] &lt;br /&gt;
:&#039;&#039;Add a keyword to the specified assets.&#039;&#039;&lt;br /&gt;
* TrainzUtil remove-keyword &amp;lt;keyword&amp;gt; &amp;lt;KUID&amp;gt; [..] &lt;br /&gt;
:&#039;&#039;Remove a keyword from the specified assets.&#039;&#039;&lt;br /&gt;
* TrainzUtil search-by-keyword &amp;lt;keyword&amp;gt; &lt;br /&gt;
:&#039;&#039;Returns a list of all assets with the specified keyword.&#039;&#039;&lt;br /&gt;
* TrainzUtil commit &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Commit any edits that have been made to the specified asset.&#039;&#039;&lt;br /&gt;
* TrainzUtil revert &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Discard any edits that have been made to the specified asset.&#039;&#039;&lt;br /&gt;
* TrainzUtil delete &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Delete the specified asset from disk.&#039;&#039;&lt;br /&gt;
* TrainzUtil list &amp;lt;KUID&amp;gt; [..] &lt;br /&gt;
:&#039;&#039;Parses the specified kuid list into the results.&#039;&#039;&lt;br /&gt;
* TrainzUtil list-latest-versions &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Get the latest known version of an asset. Multiple KUIDs may be specified as multiple arguments.&#039;&#039;&lt;br /&gt;
* TrainzUtil list-dependencies &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Get an assets direct dependencies.&#039;&#039;&lt;br /&gt;
* TrainzUtil list-dependants &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Get an assets direct dependants.&#039;&#039;&lt;br /&gt;
* TrainzUtil authors&lt;br /&gt;
:&#039;&#039;List of all the authorIDs that have content in the game.&#039;&#039;&lt;br /&gt;
* TrainzUtil searchbycategory [-a] &amp;lt;CategoryList&amp;gt;&lt;br /&gt;
:&#039;&#039;List all the local assets with a category set in this format, &amp;quot;CMP;MESH|BD;-ACTV|VE|SCEN&amp;quot;. Use the -a parameter if you want to search the [[Download Station]] as well.&#039;&#039;&lt;br /&gt;
* TrainzUtil filterbystatus &amp;lt;status&amp;gt; &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;List all assets from the specified list which match the specified status flags.&#039;&#039;&lt;br /&gt;
* TrainzUtil importconsists &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Import an old style Surveyor consist list, creating consist assets for any unknown entries.&#039;&#039;&lt;br /&gt;
* TrainzUtil setnextcontentid &amp;lt;int&amp;gt;&lt;br /&gt;
:&#039;&#039;Provides a &#039;next content ID&#039; hint for the KUID generator.&#039;&#039;&lt;br /&gt;
* TrainzUtil status &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Print the status of the specified asset.&#039;&#039;&lt;br /&gt;
:&#039;&#039;This will output + &amp;lt;KUID&amp;gt; : &amp;lt;Flags&amp;gt; : &amp;lt;category&amp;gt; : &amp;lt;username&amp;gt; where flags are a series of letters with case indicating boolean state. (capital letters are flagged true and lowercase are flagged false.)&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Aa - The asset is archived.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Bb - The asset is builtin or packaged content.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Cc - The asset is in the base content set.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Dd - The asset is on the download station.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Ee - The asset is open for edit.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Ff - The asset is faulty.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Ii - The asset is installed locally.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Ll - The asset is locally modified.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Mm - The asset has missing dependencies.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Oo - The asset is obsolete.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Pp - The asset is listed in the DLS index as payware DLC.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Uu - The asset has an update available.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Xx - The asset is authorised for use in this Trainz installation.&#039;&#039;&lt;br /&gt;
* TrainzUtil validate &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Perform validation and display any errors or warnings relating to this asset.&#039;&#039;&lt;br /&gt;
* TrainzUtil compile &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Compile a script file.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-d&amp;gt; Display gamescript documentation.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-s&amp;gt; Silent mode.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-bPATH&amp;gt; Specify a file path for the compile log.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-pPATH&amp;gt; Specify the output directory.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-oPATH&amp;gt; Specify the output library filename.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;PATH&amp;gt; Input source file.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-iPATH&amp;gt; Additional include path.&#039;&#039;&lt;br /&gt;
* TrainzUtil convert-config &amp;lt;PATH&amp;gt; &lt;br /&gt;
:&#039;&#039;Converts a config.txt file to config.chump or vice versa.&#039;&#039;&lt;br /&gt;
* TrainzUtil open-in-driver [-wait] &amp;lt;KUID&amp;gt; &lt;br /&gt;
:&#039;&#039;Open the specified route or session asset in Driver. Optionally wait until the module is exited.&#039;&#039;&lt;br /&gt;
* TrainzUtil open-in-surveyor [-wait] &amp;lt;KUID&amp;gt; &lt;br /&gt;
:&#039;&#039;Open the specified route or session asset in Surveyor. Optionally wait until the module is exited.&#039;&#039;&lt;br /&gt;
* TrainzUtil open-in-preview [-wait] &amp;lt;KUID&amp;gt; &lt;br /&gt;
:&#039;&#039;Open the specified route or session asset in the asset preview tool. Optionally wait until the module is exited.&#039;&#039;&lt;br /&gt;
* TrainzUtil encrypt &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Encrypt a script file (gs --&amp;gt; gse).&#039;&#039;&lt;br /&gt;
* TrainzUtil export-package &amp;lt;device-type&amp;gt; &amp;lt;package-name&amp;gt; &amp;lt;package-build-number&amp;gt; [&amp;lt;dependency-package-name&amp;gt; ...] &amp;lt;kuid&amp;gt;&lt;br /&gt;
:&#039;&#039;Export assets to a device package. Multiple KUIDs may be specified as multiple arguments.&#039;&#039;&lt;br /&gt;
* TrainzUtil update-package &amp;lt;package-name&amp;gt;&lt;br /&gt;
:&#039;&#039;Update prebuilt data within a package.&#039;&#039;&lt;br /&gt;
* TrainzUtil install-package &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Install a package from the specified path.&#039;&#039;&lt;br /&gt;
* TrainzUtil clean-package [-a] &amp;lt;package-name&amp;gt; &lt;br /&gt;
:&#039;&#039;Remove the local build&#039;s prebuilt data from within a package. Use the -a parameter if you want to strip all prebuilt data.&#039;&#039;&lt;br /&gt;
* TrainzUtil uninstall-package &amp;lt;package-name&amp;gt;&lt;br /&gt;
:&#039;&#039;Uninstall the specified package.&#039;&#039;&lt;br /&gt;
* TrainzUtil list-package-assets &amp;lt;package-name&amp;gt; &lt;br /&gt;
:&#039;&#039;List the assets available in the specified package.&#039;&#039;&lt;br /&gt;
* TrainzUtil prebuild [--force] [--nofail] [--clear] [&amp;lt;KUID&amp;gt; ..] &lt;br /&gt;
:&#039;&#039;Precache all installed content.&#039;&#039;&lt;br /&gt;
* TrainzUtil downloadcontentlistings&lt;br /&gt;
:&#039;&#039;Fully download the latest content listings.&#039;&#039;&lt;br /&gt;
* TrainzUtil listbuilds &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Print the list of installed build numbers to a file.&#039;&#039;&lt;br /&gt;
* TrainzUtil quit &lt;br /&gt;
:&#039;&#039;Requests the GUI to close.&#039;&#039;&lt;br /&gt;
* TrainzUtil async &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Begins running the specified command asynchronously.&#039;&#039;&lt;br /&gt;
* TrainzUtil sync &lt;br /&gt;
:&#039;&#039;Waits for all async commands to complete.&#039;&#039;&lt;br /&gt;
* TrainzUtil wait &amp;lt;seconds&amp;gt; &lt;br /&gt;
:&#039;&#039;Pause for the specified number of seconds.&#039;&#039;&lt;br /&gt;
* TrainzUtil @&amp;lt;file.txt&amp;gt;&lt;br /&gt;
:&#039;&#039;Batch-execute a series of commands from the specified text file (every argument must be between double quotes). Every line of that text file will be processed like a separate call to TrainzUtil&#039;&#039;&lt;br /&gt;
* set &amp;lt;variable&amp;gt; &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, runs the specified command and overwrites the named variable with the result.&#039;&#039;&lt;br /&gt;
* append &amp;lt;variable&amp;gt; &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, runs the specified command and appends the result into the named variable.&#039;&#039;&lt;br /&gt;
* iferr &amp;lt;variable&amp;gt; &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, runs the specified command only if the named variable contains one or more errors.&#039;&#039;&lt;br /&gt;
* iferrflag &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, runs the specified command only if an error has occurred in the batch file execution up to this point.&#039;&#039;&lt;br /&gt;
* ifnone &amp;lt;variable&amp;gt; &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, runs the specified command only if the named variable contains no assets.&#039;&#039;&lt;br /&gt;
* ifhas &amp;lt;variable&amp;gt; &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, runs the specified command only if the named variable contains one or more assets.&#039;&#039;&lt;br /&gt;
* print &amp;lt;variable&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, prints the content of the named variable.&#039;&#039;&lt;br /&gt;
* printerrors &amp;lt;variable&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, prints any errors contained in the named variable.&#039;&#039;&lt;br /&gt;
* abort &amp;lt;TEXT&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch files, aborts processing of the batch file immediately without raising any further errors. If arguments are present, they are logged as a single error string.&#039;&#039;&lt;br /&gt;
* $(&amp;lt;variable&amp;gt;) &lt;br /&gt;
:&#039;&#039;Used as a command parameter in a batch file, replaced with the KUID(s) from the specified variable.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
Due to the Windows command prompt treating the &#039;&amp;lt;&#039; and &#039;&amp;gt;&#039; characters as pipe operators, be sure to include quotes around any KUID parameters.  For example:&lt;br /&gt;
&lt;br /&gt;
    trainzutil delete &amp;quot;&amp;lt;kuid:87854:982511580&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Content Creation]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Dispatchin%27_the_Action&amp;diff=18547</id>
		<title>Dispatchin&#039; the Action</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Dispatchin%27_the_Action&amp;diff=18547"/>
		<updated>2019-04-18T14:40:01Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Hints */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:dspna00.jpg|320px]]&lt;br /&gt;
&lt;br /&gt;
It is expected that with some consideration experienced players will enjoy solving the problems presented in this TRS19 session unassisted. For those who would like some help, the following is provided:&lt;br /&gt;
&lt;br /&gt;
==Hints==&lt;br /&gt;
&lt;br /&gt;
As the dispatcher you are responsible for directing rail traffic over your territory, keeping everything moving as safely and effectively as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Passenger Task Objectives&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Passengers are the most time sensitive cargo so it&#039;s best to begin by getting them on their way.&lt;br /&gt;
*:*Navigate to Oyonix and select the passenger train. &lt;br /&gt;
*:*The easiest way to do this is to click the driver portrait at lower left and find Kat in the list of drivers.&lt;br /&gt;
&lt;br /&gt;
*The first stop on the passenger working is Smallbrook Jct. &lt;br /&gt;
*:*Issue the driver command Navigate to... and from the industry rollout select Smallbrook Jct. &lt;br /&gt;
*:*Next issue the Load command. &lt;br /&gt;
*:*Repeat these steps for the other stations listed in the Passenger Tasks objective.&lt;br /&gt;
 &lt;br /&gt;
*It&#039;s ok to hold the passenger train at stops en route to await opposing movements approaching on single track sections, but try not to keep the passengers waiting anywhere for too long. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Freight Task Objectives&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The freight tasks can be completed in whatever order you like.&lt;br /&gt;
&lt;br /&gt;
*The first task in the list is the transfer of 10 loaded coal hoppers to the power station at Westside. &lt;br /&gt;
*:*Driver Miksa is in charge of suitable power for this task and is available at Pinecone Kurri Ridge for orders. &lt;br /&gt;
*:*The loaded hoppers are ready at the nearby Daydream Mine. &lt;br /&gt;
*:*You can begin by issuing the Couple &amp;gt; command and selecting Coal Hopper 1 from the list of vehicles.&lt;br /&gt;
&lt;br /&gt;
*You can also issue additional commands so that once the consist is assembled the train can get underway. &lt;br /&gt;
*:*You might order Miksa to navigate directly to Westside Power Co and Unload but be aware this could delay trains travelling in the opposite direction. &lt;br /&gt;
&lt;br /&gt;
*An effective dispatcher will coordinate opposing movements such that whenever possible everything is kept on the move. &lt;br /&gt;
*:*Where single track sections are involved, trains will inevitably need to stop for meets but careful planning helps keep these delays to a minimum. &lt;br /&gt;
&lt;br /&gt;
*Drive to Trackmark &amp;gt; is a helpful command for arranging meets. &lt;br /&gt;
*:*For example if you order Miksa to Drive to Trackmark &amp;gt; TM60 he will stop on the main line at Fogarty&#039;s End short of the entrance to the single track section. &lt;br /&gt;
*:*This means any opposing movement out of St.Nicolaas can be safely directed as far as the siding at Fogarty&#039;s End regardless of Miksa&#039;s progress.&lt;br /&gt;
 &lt;br /&gt;
*Similarly a following movement out of St.Nicolaas can be sent as far as the siding at Kalen Turner Industries using TM50.&lt;br /&gt;
&lt;br /&gt;
*TM00 at the north end of the main yard can be useful when directing the marshalling of consists for the various tasks. &lt;br /&gt;
*:*It&#039;s also helpful if you wish to complete the CP Rail switching task under AI control.&lt;br /&gt;
&lt;br /&gt;
*The available trackmarks can be studied in Map View or you can refer to the diagrams below.&lt;br /&gt;
&lt;br /&gt;
*At St.Nicolaas main yard there are several drivers available to help you complete the remaining road freight tasks. &lt;br /&gt;
*:*In the yard as out on the road it&#039;s best to keep the drivers out of each other&#039;s way wherever possible to avoid delays. &lt;br /&gt;
&lt;br /&gt;
*An effective approach is to issue orders incrementally. &lt;br /&gt;
*:*For example you might send Marilyn out to Clearwater Logging to load logs and run around train. &lt;br /&gt;
*:*From there you could send her directly to Gard Family Forestry, but at this point it may not be clear what other movements will need that stretch of track when she&#039;s ready to leave.&lt;br /&gt;
&lt;br /&gt;
*Alternatively after loading logs, Marilyn can be ordered to return to the main yard using e.g. TM10. &lt;br /&gt;
*:*That way when she arrives back at the yard with logs in tow you can make a more informed decision about the timing of her next move based on the progress of other trains.           &lt;br /&gt;
&lt;br /&gt;
*The session is complete when all the tasks have been accomplished. &lt;br /&gt;
*Full points are awarded if the passenger service is completed within 45 minutes and the session is completed overall within 90 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trackmark Locations==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=3&amp;gt;St.Nicolaas Main Yard&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Schematic_StNicolaas.jpg]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=3&amp;gt;Kalen Turner Industries&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Schematic_KalenTurner_.jpg]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=3&amp;gt;Fogarty&#039;s End&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Schematic_FogartysEnd.jpg]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=3&amp;gt;Arsao Village&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Schematic_ArsaoVillage_.jpg]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=3&amp;gt;Smallbrook Jct&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Schematic_SmallbrookJct_.jpg]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Dispatchin%27_the_Action&amp;diff=18546</id>
		<title>Dispatchin&#039; the Action</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Dispatchin%27_the_Action&amp;diff=18546"/>
		<updated>2019-04-18T14:39:29Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Hints */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:dspna00.jpg|320px]]&lt;br /&gt;
&lt;br /&gt;
It is expected that with some consideration experienced players will enjoy solving the problems presented in this TRS19 session unassisted. For those who would like some help, the following is provided:&lt;br /&gt;
&lt;br /&gt;
==Hints==&lt;br /&gt;
&lt;br /&gt;
As the dispatcher you are responsible for directing rail traffic over your territory, keeping everything moving as safely and effectively as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Passenger Task Objectives&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Passengers are the most time sensitive cargo so it&#039;s best to begin by getting them on their way.&lt;br /&gt;
*:*Navigate to Oyonix and select the passenger train. &lt;br /&gt;
*:*The easiest way to do this is to click the driver portrait at lower left and find Kat in the list of drivers.&lt;br /&gt;
&lt;br /&gt;
*The first stop on the passenger working is Smallbrook Jct. &lt;br /&gt;
*:*Issue the driver command Navigate to... and from the industry rollout select Smallbrook Jct. &lt;br /&gt;
*:*Next issue the Load command. &lt;br /&gt;
*:*Repeat these steps for the other stations listed in the Passenger Tasks objective.&lt;br /&gt;
 &lt;br /&gt;
*It&#039;s ok to hold the passenger train at stops en route to await opposing movements approaching on single track sections, but try not to keep the passengers waiting anywhere for too long. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Freight Task Objectives&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The freight tasks can be completed in whatever order you like.&lt;br /&gt;
&lt;br /&gt;
*The first task in the list is the transfer of 10 loaded coal hoppers to the power station at Westside. &lt;br /&gt;
*:*Driver Miksa is in charge of suitable power for this task and is available at Pinecone Kurri Ridge for orders. &lt;br /&gt;
*:*The loaded hoppers are ready at the nearby Daydream Mine. &lt;br /&gt;
*:*You can begin by issuing the Couple &amp;gt; command and selecting Coal Hopper 1 from the list of vehicles.&lt;br /&gt;
&lt;br /&gt;
*You can also issue additional commands so that once the consist is assembled the train can get underway. &lt;br /&gt;
*:*You might order Miksa to navigate directly to Westside Power Co and Unload but be aware this could delay trains travelling in the opposite direction. &lt;br /&gt;
&lt;br /&gt;
*An effective dispatcher will coordinate opposing movements such that whenever possible everything is kept on the move. &lt;br /&gt;
*:*Where single track sections are involved, trains will inevitably need to stop for meets but careful planning helps keep these delays to a minimum. &lt;br /&gt;
&lt;br /&gt;
*Drive to Trackmark &amp;gt; is a helpful command for arranging meets. &lt;br /&gt;
*:*For example if you order Miksa to Drive to Trackmark &amp;gt; TM60 he will stop on the main line at Fogarty&#039;s End short of the entrance to the single track section. &lt;br /&gt;
*:*This means any opposing movement out of St.Nicolaas can be safely directed as far as the siding at Fogarty&#039;s End regardless of Miksa&#039;s progress.&lt;br /&gt;
 &lt;br /&gt;
*Similarly a following movement out of St.Nicolaas can be sent as far as the siding at Kalen Turner Industries using TM50.&lt;br /&gt;
&lt;br /&gt;
*TM00 at the north end of the main yard can be useful when directing the marshalling of consists for the various tasks. &lt;br /&gt;
*:*It&#039;s also helpful if you wish to complete the CP Rail switching task under AI control.&lt;br /&gt;
&lt;br /&gt;
*The available trackmarks can be studied in Map View or you can refer to the diagrams below.&lt;br /&gt;
&lt;br /&gt;
*At St.Nicolaas main yard there are several drivers available to help you complete the remaining road freight tasks. &lt;br /&gt;
*:*In the yard as out on the road it&#039;s best to keep the drivers out of each other&#039;s way wherever possible to avoid delays. &lt;br /&gt;
&lt;br /&gt;
*An effective approach is to issue orders incrementally. &lt;br /&gt;
*:*For example you might send Marilyn out to Clearwater Logging to load logs and run around train. &lt;br /&gt;
*:*From there you could send her directly to Gard Family Forestry, but at this point it may not be clear what other movements will need that stretch of track when she&#039;s ready to leave.&lt;br /&gt;
&lt;br /&gt;
*Alternatively after loading logs, Marilyn can be ordered to return to the main yard using e.g. TM10. &lt;br /&gt;
*:*That way when she arrives back at the yard with logs in tow you can make a more informed decision about the timing of her next move based on the progress of other trains.           &lt;br /&gt;
&lt;br /&gt;
*The session is complete when all the tasks have been accomplished. &lt;br /&gt;
*Full points are awarded if the passenger service is completed within 45 minutes and the session is completed overall within 90 minutes.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trackmark Locations==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=3&amp;gt;St.Nicolaas Main Yard&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Schematic_StNicolaas.jpg]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=3&amp;gt;Kalen Turner Industries&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Schematic_KalenTurner_.jpg]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=3&amp;gt;Fogarty&#039;s End&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Schematic_FogartysEnd.jpg]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=3&amp;gt;Arsao Village&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Schematic_ArsaoVillage_.jpg]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=3&amp;gt;Smallbrook Jct&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Schematic_SmallbrookJct_.jpg]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Dispatchin%27_the_Action&amp;diff=18542</id>
		<title>Dispatchin&#039; the Action</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Dispatchin%27_the_Action&amp;diff=18542"/>
		<updated>2019-04-17T16:01:17Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Hints */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:dspna00.jpg|320px]]&lt;br /&gt;
&lt;br /&gt;
It is expected that with some consideration experienced players will enjoy solving the problems presented in this TRS19 session unassisted. For those who would like some help, the following is provided:&lt;br /&gt;
&lt;br /&gt;
==Hints==&lt;br /&gt;
&lt;br /&gt;
As the dispatcher you are responsible for directing rail traffic over your territory, keeping everything moving as safely and effectively as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Passenger Task Objectives&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Passengers are the most time sensitive cargo so it&#039;s best to begin by getting them on their way.&lt;br /&gt;
*:*Navigate to Oyonix and select the passenger train. &lt;br /&gt;
*:*The easiest way to do this is to click the driver portrait at lower left and find Kat in the list of drivers.&lt;br /&gt;
&lt;br /&gt;
*The first stop on the passenger working is Smallbrook Jct. &lt;br /&gt;
*:*Issue the driver command Navigate to... and from the industry rollout select Smallbrook Jct. &lt;br /&gt;
*:*Next issue the Load command. &lt;br /&gt;
*:*Repeat these steps for the other stations listed in the Passenger Tasks objective.&lt;br /&gt;
 &lt;br /&gt;
*It&#039;s ok to hold the passenger train at stops en route to await opposing movements approaching on single track sections, but try not to keep the passengers waiting anywhere for too long. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Freight Task Objectives&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The freight tasks can be completed in whatever order you like.&lt;br /&gt;
&lt;br /&gt;
*The first task in the list is the transfer of 10 loaded coal hoppers to the power station at Westside. &lt;br /&gt;
*:*Driver Miksa is in charge of suitable power for this task and is available at Pinecone Kurri Ridge for orders. &lt;br /&gt;
*:*The loaded hoppers are ready at the nearby Daydream Mine. &lt;br /&gt;
*:*You can begin by issuing the Couple &amp;gt; command and selecting Coal Hopper 1 from the list of vehicles.&lt;br /&gt;
&lt;br /&gt;
*You can also issue additional commands so that once the consist is assembled the train can get underway. &lt;br /&gt;
*:*You might order Miksa to navigate directly to Westside Power Co and Unload but be aware this could delay trains travelling in the opposite direction. &lt;br /&gt;
&lt;br /&gt;
*An effective dispatcher will coordinate opposing movements such that whenever possible everything is kept on the move. &lt;br /&gt;
*:*Where single track sections are involved, trains will inevitably need to stop for meets but careful planning helps keep these delays to a minimum. &lt;br /&gt;
&lt;br /&gt;
*Drive to Trackmark &amp;gt; is a helpful command for arranging meets. &lt;br /&gt;
*:*For example if you order Miksa to Drive to Trackmark &amp;gt; TM60 he will stop on the main line at Fogarty&#039;s End short of the entrance to the single track section. &lt;br /&gt;
*:*This means any opposing movement out of St.Nicolaas can be safely directed as far as the siding at Fogarty&#039;s End regardless of Miksa&#039;s progress.&lt;br /&gt;
 &lt;br /&gt;
*Similarly a following movement out of St.Nicolaas can be sent as far as the siding at Kalen Turner Industries using TM50.&lt;br /&gt;
&lt;br /&gt;
*TM00 at the north end of the main yard can be useful when directing the marshalling of consists for the various tasks. &lt;br /&gt;
*:*It&#039;s also helpful if you wish to complete the CP Rail switching task under AI control.&lt;br /&gt;
&lt;br /&gt;
*The available trackmarks can be studied in Map View or you can refer to the diagrams below.&lt;br /&gt;
&lt;br /&gt;
*At St.Nicolaas main yard there are several drivers available to help you complete the remaining road freight tasks. &lt;br /&gt;
*:*In the yard as out on the road it&#039;s best to keep the drivers out of each other&#039;s way wherever possible to avoid delays. &lt;br /&gt;
&lt;br /&gt;
*An effective approach is to issue orders incrementally. &lt;br /&gt;
*:*For example you might send Marilyn out to Clearwater Logging to load logs and run around train. &lt;br /&gt;
*:*From there you could send her directly to Gard Family Forestry, but at this point it may not be clear what other movements will need that stretch of track when she&#039;s ready to leave.&lt;br /&gt;
&lt;br /&gt;
*Alternatively after loading logs, Marilyn can be ordered to return to the main yard using e.g. TM10. &lt;br /&gt;
*:*That way when she arrives back at the yard with logs in tow you can make a more informed decision about the timing of her next move based on the progress of other trains.           &lt;br /&gt;
&lt;br /&gt;
*The session is complete when all the tasks have been accomplished. &lt;br /&gt;
*Full points are awarded if the passenger service is completed within 45 minutes and the session is completed overall within 90 minutes.&lt;br /&gt;
&lt;br /&gt;
==Trackmark Locations==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=3&amp;gt;St.Nicolaas Main Yard&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Schematic_StNicolaas.jpg]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=3&amp;gt;Kalen Turner Industries&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Schematic_KalenTurner_.jpg]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=3&amp;gt;Fogarty&#039;s End&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Schematic_FogartysEnd.jpg]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=3&amp;gt;Arsao Village&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Schematic_ArsaoVillage_.jpg]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=3&amp;gt;Smallbrook Jct&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Schematic_SmallbrookJct_.jpg]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Dispatchin%27_the_Action&amp;diff=18540</id>
		<title>Dispatchin&#039; the Action</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Dispatchin%27_the_Action&amp;diff=18540"/>
		<updated>2019-04-16T23:54:11Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Hints */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:dspna00.jpg|320px]]&lt;br /&gt;
&lt;br /&gt;
It is expected that with some consideration experienced players will enjoy solving the problems presented in this TRS19 session unassisted. For those who would like some help, the following is provided:&lt;br /&gt;
&lt;br /&gt;
==Hints==&lt;br /&gt;
&lt;br /&gt;
As the dispatcher you are responsible for directing rail traffic over your territory, keeping everything moving as safely and effectively as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Passenger Tasks Objective&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Passengers are the most time sensitive cargo so it&#039;s best to begin by getting them on their way.&lt;br /&gt;
*:*Navigate to Oyonix and select the passenger train. &lt;br /&gt;
*:*The easiest way to do this is to click the driver portrait at lower left and find Kat in the list of drivers.&lt;br /&gt;
&lt;br /&gt;
*The first stop on the passenger working is Smallbrook Jct. &lt;br /&gt;
*:*Issue the driver command Navigate to... and from the industry rollout select Smallbrook Jct. &lt;br /&gt;
*:*Next issue the Load command. &lt;br /&gt;
*:*Repeat these steps for the other stations listed in the Passenger Tasks objective.&lt;br /&gt;
 &lt;br /&gt;
*It&#039;s ok to hold the passenger train at stops en route to await opposing movements approaching on single track sections, but try not to keep the passengers waiting anywhere for too long. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Freight Tasks Objective&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The freight tasks can be completed in whatever order you like.&lt;br /&gt;
&lt;br /&gt;
*The first task in the list is the transfer of 10 loaded coal hoppers to the power station at Westside. &lt;br /&gt;
*:*Driver Miksa is in charge of suitable power for this task and is available at Pinecone Kurri Ridge for orders. &lt;br /&gt;
*:*The loaded hoppers are ready at the nearby Daydream Mine. &lt;br /&gt;
*:*You can begin by issuing the Couple &amp;gt; command and selecting Coal Hopper 1 from the list of vehicles.&lt;br /&gt;
&lt;br /&gt;
*You can also issue additional commands so that once the consist is assembled the train can get underway. &lt;br /&gt;
*:*You might order Miksa to navigate directly to Westside Power Co and Unload but be aware this could delay trains travelling in the opposite direction. &lt;br /&gt;
&lt;br /&gt;
*An effective dispatcher will coordinate opposing movements such that whenever possible everything is kept on the move. &lt;br /&gt;
*:*Where single track sections are involved, trains will inevitably need to stop for meets but careful planning helps keep these delays to a minimum. &lt;br /&gt;
&lt;br /&gt;
*Drive to Trackmark &amp;gt; is a helpful command for arranging meets. &lt;br /&gt;
*:*For example if you order Miksa to Drive to Trackmark &amp;gt; TM60 he will stop on the main line at Fogarty&#039;s End short of the entrance to the single track section. &lt;br /&gt;
*:*This means any opposing movement out of St.Nicolaas can be safely directed as far as the siding at Fogarty&#039;s End regardless of Miksa&#039;s progress.&lt;br /&gt;
 &lt;br /&gt;
*Similarly a following movement out of St.Nicolaas can be sent as far as the siding at Kalen Turner Industries using TM50.&lt;br /&gt;
&lt;br /&gt;
*TM00 at the north end of the main yard can be useful when directing the marshalling of consists for the various tasks. &lt;br /&gt;
*:*It&#039;s also helpful if you wish to complete the CP Rail switching task under AI control.&lt;br /&gt;
&lt;br /&gt;
*The available trackmarks can be studied in Map View or you can refer to the diagrams below.&lt;br /&gt;
&lt;br /&gt;
*At St.Nicolaas main yard there are several drivers available to help you complete the remaining road freight tasks. &lt;br /&gt;
*:*In the yard as out on the road it&#039;s best to keep the drivers out of each other&#039;s way wherever possible to avoid delays. &lt;br /&gt;
&lt;br /&gt;
*An effective approach is to issue orders incrementally. &lt;br /&gt;
*:*For example you might send Marilyn out to Clearwater Logging to load logs and run around train. &lt;br /&gt;
*:*From there you could send her directly to Gard Family Forestry, but at this point it may not be clear what other movements will need that stretch of track when she&#039;s ready to leave.&lt;br /&gt;
&lt;br /&gt;
*Alternatively after loading logs, Marilyn can be ordered to return to the main yard using e.g. TM10. &lt;br /&gt;
*:*That way when she arrives back at the yard with logs in tow you can make a more informed decision about the timing of her next move based on the progress of other trains.           &lt;br /&gt;
&lt;br /&gt;
*The session is complete when all the tasks have been accomplished. &lt;br /&gt;
*Full points are awarded if the passenger service is completed within 45 minutes and the session is completed overall within 90 minutes.&lt;br /&gt;
&lt;br /&gt;
==Trackmark Locations==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=3&amp;gt;St.Nicolaas Main Yard&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Schematic_StNicolaas.jpg]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=3&amp;gt;Kalen Turner Industries&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Schematic_KalenTurner_.jpg]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=3&amp;gt;Fogarty&#039;s End&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Schematic_FogartysEnd.jpg]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=3&amp;gt;Arsao Village&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Schematic_ArsaoVillage_.jpg]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=3&amp;gt;Smallbrook Jct&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Schematic_SmallbrookJct_.jpg]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:Dual_Installations_-_Beta_vs_Public_Builds&amp;diff=17563</id>
		<title>Help:Dual Installations - Beta vs Public Builds</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:Dual_Installations_-_Beta_vs_Public_Builds&amp;diff=17563"/>
		<updated>2019-03-04T22:56:54Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: Created page with &amp;quot; &amp;lt;h3&amp;gt; Beta &amp;amp; Public Builds - Managing Two Application Instances &amp;lt;/h3&amp;gt;  The intent of this process is to afford content creators and players alike a stable unchanging platform ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;h3&amp;gt; Beta &amp;amp; Public Builds - Managing Two Application Instances &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The intent of this process is to afford content creators and players alike a stable unchanging platform with some redundancy that safeguards against changes in the application potentially affecting content creation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
*Developing content in any beta means the user is accepting some risk as there is no guarantee from build to build that the application will remain unchanged. That is the nature of “beta”.&lt;br /&gt;
**...it &#039;&#039;is&#039;&#039; an excellent way to make sure you remain abreast of changes and can react accordingly.&lt;br /&gt;
*Setting up multiple instances of Trainz is a good practice for maintaining the RELEASE “BUILD:” and a BETA “RELEASE ASSERTIONS” BUILD: independent of each other.  &lt;br /&gt;
*Please note that builds labeled as “RELEASE ASSERTIONS” on the launcher are BETA and not a final release. &lt;br /&gt;
**Expect changes to occur between releases. &lt;br /&gt;
**Expect assertions and exceptions to occur in beta releases.&lt;br /&gt;
*&#039;&#039;&#039;Important:&#039;&#039;&#039; We recommend users backup the existing application &amp;amp; data directory prior to patching. Adopting this process will allow you to easily roll back if needed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;Create Two Unique Installation Folders&amp;lt;/h4&amp;gt;&lt;br /&gt;
*Setting up two directories to manage public and beta builds may be done when running the games installer or manually after the game is already installed. &lt;br /&gt;
*This example uses the “installer” approach for TRS19 but is also applicable to TANE. You may derive the manual approach from these steps:&lt;br /&gt;
#When the installer is run the first time it shows you the default path the game will be installed to.&lt;br /&gt;
#The default path is &amp;quot;C:\Program Files\N3V Games\Trainz Railroad Simulator 2019&amp;quot;&lt;br /&gt;
#At this point you may rename the path, or insert a new folder:&lt;br /&gt;
#*...for example: &amp;quot;C:\Program Files\N3V Games\TRS19\Public&amp;quot;&lt;br /&gt;
#Then for your beta installation:&lt;br /&gt;
#*&amp;quot;C:\Program Files\N3V Games\TRS19\Beta&amp;quot;&lt;br /&gt;
#Now you have two instances of the application installed&lt;br /&gt;
&amp;lt;h4&amp;gt;Create Two Unique Data Folders&amp;lt;/h4&amp;gt;&lt;br /&gt;
#When installing Trainz, the game will create a clean data folder.&lt;br /&gt;
#*We call this &amp;quot;clean&amp;quot; because it has no other content installed except what ships with the game.&lt;br /&gt;
#Find this by running the Launcher &amp;gt; Trainz Settings &amp;gt; Install tab, see “Local data folder” path.&lt;br /&gt;
#*The system places the data folder in your “user” folder with a alphanumeric name that is great for maintaining separate data directories, but not-so-great at being user-friendly. &lt;br /&gt;
#**The following is optional but suggested.&lt;br /&gt;
#*#Browse to the location of the “public” installations data folder&lt;br /&gt;
#*#Change the folder name for the public release from its alphanumeric name to “Public”&lt;br /&gt;
#*#Do the same for the beta build data folder, calling it “Beta”&lt;br /&gt;
#**&#039;&#039;&#039;Important:&#039;&#039;&#039; Update the “Local data folder” path to match your changes &lt;br /&gt;
#*Now you have two clearly defined “at a glance” data directories with user friendly names.&lt;br /&gt;
#Now create two unique shortcuts on the desktop.  &lt;br /&gt;
#*One pointing to your “public” installation &lt;br /&gt;
#*The other pointing to your “beta” installation&lt;br /&gt;
#*Clearly label these two shortcuts (i.e. - “Public” &amp;amp; “Beta”). &lt;br /&gt;
&lt;br /&gt;
That’s it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sanity Check:&#039;&#039;&#039; Moving forward, it is recommended that you backup and archive your work regularly. &lt;br /&gt;
*The best time to do this when working on content is when you have reached a milestone and generally at the end of the work day. &lt;br /&gt;
*You may do this by making a copy of the entire data directory and compressing (zip\rar\etc.) or exporting to CDP. &lt;br /&gt;
* For more info on moving\creating data folders please go [http://online.ts2009.com/mediaWiki/index.php/Help:Moving_Content here].&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=TrainzUtil&amp;diff=16980</id>
		<title>TrainzUtil</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=TrainzUtil&amp;diff=16980"/>
		<updated>2018-12-19T23:53:52Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[TrainzUtil]] is a command line [[Content Management]] tool.&lt;br /&gt;
&lt;br /&gt;
=Functionality=&lt;br /&gt;
&lt;br /&gt;
[[TrainzUtil]] is capable of performing some content management tasks including:&lt;br /&gt;
* Installation, removal and editing of custom content.&lt;br /&gt;
* Limited searching of local content.&lt;br /&gt;
* Packaging local content for distribution.&lt;br /&gt;
[[TrainzUtil]] provides a small subset of the available content management functions, for most operations [[Content Manager]] should be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Usage=&lt;br /&gt;
&lt;br /&gt;
[[TrainzUtil]] is a command line utility and cannot be started from the [[Trainz Launcher]]. To start [[TrainzUtil]] open a command prompt and navigate to your Trainz &amp;quot;bin&amp;quot; directory (e.g. C:\Program Files\Auran\TS2010\Bin or D:N3V Games\Trainz A New Era etc). You can then launch [[TrainzUtil]] with command arguments as below.&lt;br /&gt;
&lt;br /&gt;
In TRS19, you can enable trainzutil by clicking Trainz Settings &amp;gt; Dev &amp;gt; Enable Advanced debug commands, then restarting the game. You can then run the trainzutil commands from Launcher &amp;gt; Developer &amp;gt; Run trainzutil command.&lt;br /&gt;
&lt;br /&gt;
NOTE: Due to the Windows command prompt treating the &#039;&amp;lt;&#039; and &#039;&amp;gt;&#039; characters as pipe operators, be sure to include quotes around any KUID parameters.  For example:&lt;br /&gt;
&lt;br /&gt;
    trainzutil delete &amp;quot;&amp;lt;kuid:87854:982511580&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* TrainzUtil help&lt;br /&gt;
:&#039;&#039;Display TrainzUtil help text.&#039;&#039; (&#039;&#039;...start here to see all current command line entries available&#039;&#039;)&lt;br /&gt;
* TrainzUtil version&lt;br /&gt;
:&#039;&#039;Display the TrainzUtil build version.&#039;&#039;&lt;br /&gt;
* TrainzUtil echo &amp;lt;TEXT&amp;gt;&lt;br /&gt;
:&#039;&#039;Echo the supplied text.&#039;&#039;&lt;br /&gt;
* TrainzUtil time &lt;br /&gt;
:&#039;&#039;Echoes the current time in RFC 822 format.&#039;&#039;&lt;br /&gt;
* TrainzUtil setlanguage &amp;lt;langCode&amp;gt;&lt;br /&gt;
:&#039;&#039;Set the Trainz language to the language code supplied (eg. US, FR, RU, etc).&#039;&#039;&lt;br /&gt;
* TrainzUtil installCDP &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Install an asset from a CDP file.&#039;&#039;&lt;br /&gt;
* TrainzUtil installfrompath &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Install an asset from a directory.&#039;&#039;&lt;br /&gt;
* TrainzUtil installfromdls &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Install an asset from the Auran Download Station.&#039;&#039;&lt;br /&gt;
* TrainzUtil edit &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Open an asset for editing.&#039;&#039;&lt;br /&gt;
* TrainzUtil generateKUID&lt;br /&gt;
:&#039;&#039;Generate a new KUID number in the local user&#039;s KUID range.&#039;&#039;&lt;br /&gt;
* TrainzUtil createCDP &amp;lt;OUTPUT PATH&amp;gt; &amp;lt;KUID1&amp;gt; &amp;lt;KUID2&amp;gt; ... &amp;lt;KUIDX&amp;gt;&lt;br /&gt;
:&#039;&#039;Export assets to a CDP file.&#039;&#039;&lt;br /&gt;
* TrainzUtil repairdatabase&lt;br /&gt;
:&#039;&#039;Repairs the Trainz Asset Database.&#039;&#039;&lt;br /&gt;
* TrainzUtil repairdatabase extended&lt;br /&gt;
:&#039;&#039;Forces DLC packages to be reinstalled and fully repairs database corruption. [https://support.trainzportal.com/index.php?/Knowledgebase/Article/View/36/8/extended-database-repair:Full Details here]&#039;&#039;&lt;br /&gt;
* TrainzUtil printconfig &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Print the contents of an assets config file to the console.&#039;&#039;&lt;br /&gt;
* TrainzUtil backupkeywords&lt;br /&gt;
:&#039;&#039;Backup all the keywords of your assets.&#039;&#039;&lt;br /&gt;
* TrainzUtil importkeywords&lt;br /&gt;
:&#039;&#039;Import keywords into the Trainz Asset Database.&#039;&#039;&lt;br /&gt;
* TrainzUtil add-keyword &amp;lt;keyword&amp;gt; &amp;lt;KUID&amp;gt; [..] &lt;br /&gt;
:&#039;&#039;Add a keyword to the specified assets.&#039;&#039;&lt;br /&gt;
* TrainzUtil remove-keyword &amp;lt;keyword&amp;gt; &amp;lt;KUID&amp;gt; [..] &lt;br /&gt;
:&#039;&#039;Remove a keyword from the specified assets.&#039;&#039;&lt;br /&gt;
* TrainzUtil search-by-keyword &amp;lt;keyword&amp;gt; &lt;br /&gt;
:&#039;&#039;Returns a list of all assets with the specified keyword.&#039;&#039;&lt;br /&gt;
* TrainzUtil commit &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Commit any edits that have been made to the specified asset.&#039;&#039;&lt;br /&gt;
* TrainzUtil revert &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Discard any edits that have been made to the specified asset.&#039;&#039;&lt;br /&gt;
* TrainzUtil delete &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Delete the specified asset from disk.&#039;&#039;&lt;br /&gt;
* TrainzUtil list &amp;lt;KUID&amp;gt; [..] &lt;br /&gt;
:&#039;&#039;Parses the specified kuid list into the results.&#039;&#039;&lt;br /&gt;
* TrainzUtil list-latest-versions &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Get the latest known version of an asset. Multiple KUIDs may be specified as multiple arguments.&#039;&#039;&lt;br /&gt;
* TrainzUtil list-dependencies &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Get an assets direct dependencies.&#039;&#039;&lt;br /&gt;
* TrainzUtil list-dependants &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Get an assets direct dependants.&#039;&#039;&lt;br /&gt;
* TrainzUtil authors&lt;br /&gt;
:&#039;&#039;List of all the authorIDs that have content in the game.&#039;&#039;&lt;br /&gt;
* TrainzUtil searchbycategory [-a] &amp;lt;CategoryList&amp;gt;&lt;br /&gt;
:&#039;&#039;List all the local assets with a category set in this format, &amp;quot;CMP;MESH|BD;-ACTV|VE|SCEN&amp;quot;. Use the -a parameter if you want to search the [[Download Station]] as well.&#039;&#039;&lt;br /&gt;
* TrainzUtil filterbystatus &amp;lt;status&amp;gt; &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;List all assets from the specified list which match the specified status flags.&#039;&#039;&lt;br /&gt;
* TrainzUtil importconsists &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Import an old style Surveyor consist list, creating consist assets for any unknown entries.&#039;&#039;&lt;br /&gt;
* TrainzUtil setnextcontentid &amp;lt;int&amp;gt;&lt;br /&gt;
:&#039;&#039;Provides a &#039;next content ID&#039; hint for the KUID generator.&#039;&#039;&lt;br /&gt;
* TrainzUtil status &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Print the status of the specified asset.&#039;&#039;&lt;br /&gt;
:&#039;&#039;This will output + &amp;lt;KUID&amp;gt; : &amp;lt;Flags&amp;gt; : &amp;lt;category&amp;gt; : &amp;lt;username&amp;gt; where flags are a series of letters with case indicating boolean state. (capital letters are flagged true and lowercase are flagged false.)&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Aa - The asset is archived.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Bb - The asset is builtin or packaged content.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Cc - The asset is in the base content set.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Dd - The asset is on the download station.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Ee - The asset is open for edit.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Ff - The asset is faulty.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Ii - The asset is installed locally.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Ll - The asset is locally modified.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Mm - The asset has missing dependencies.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Oo - The asset is obsolete.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Pp - The asset is listed in the DLS index as payware DLC.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Uu - The asset has an update available.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Xx - The asset is authorised for use in this Trainz installation.&#039;&#039;&lt;br /&gt;
* TrainzUtil validate &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Perform validation and display any errors or warnings relating to this asset.&#039;&#039;&lt;br /&gt;
* TrainzUtil compile &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Compile a script file.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-d&amp;gt; Display gamescript documentation.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-s&amp;gt; Silent mode.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-bPATH&amp;gt; Specify a file path for the compile log.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-pPATH&amp;gt; Specify the output directory.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-oPATH&amp;gt; Specify the output library filename.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;PATH&amp;gt; Input source file.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-iPATH&amp;gt; Additional include path.&#039;&#039;&lt;br /&gt;
* TrainzUtil convert-config &amp;lt;PATH&amp;gt; &lt;br /&gt;
:&#039;&#039;Converts a config.txt file to config.chump or vice versa.&#039;&#039;&lt;br /&gt;
* TrainzUtil open-in-driver [-wait] &amp;lt;KUID&amp;gt; &lt;br /&gt;
:&#039;&#039;Open the specified route or session asset in Driver. Optionally wait until the module is exited.&#039;&#039;&lt;br /&gt;
* TrainzUtil open-in-surveyor [-wait] &amp;lt;KUID&amp;gt; &lt;br /&gt;
:&#039;&#039;Open the specified route or session asset in Surveyor. Optionally wait until the module is exited.&#039;&#039;&lt;br /&gt;
* TrainzUtil open-in-preview [-wait] &amp;lt;KUID&amp;gt; &lt;br /&gt;
:&#039;&#039;Open the specified route or session asset in the asset preview tool. Optionally wait until the module is exited.&#039;&#039;&lt;br /&gt;
* TrainzUtil encrypt &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Encrypt a script file (gs --&amp;gt; gse).&#039;&#039;&lt;br /&gt;
* TrainzUtil export-package &amp;lt;device-type&amp;gt; &amp;lt;package-name&amp;gt; &amp;lt;package-build-number&amp;gt; [&amp;lt;dependency-package-name&amp;gt; ...] &amp;lt;kuid&amp;gt;&lt;br /&gt;
:&#039;&#039;Export assets to a device package. Multiple KUIDs may be specified as multiple arguments.&#039;&#039;&lt;br /&gt;
* TrainzUtil update-package &amp;lt;package-name&amp;gt;&lt;br /&gt;
:&#039;&#039;Update prebuilt data within a package.&#039;&#039;&lt;br /&gt;
* TrainzUtil install-package &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Install a package from the specified path.&#039;&#039;&lt;br /&gt;
* TrainzUtil clean-package [-a] &amp;lt;package-name&amp;gt; &lt;br /&gt;
:&#039;&#039;Remove the local build&#039;s prebuilt data from within a package. Use the -a parameter if you want to strip all prebuilt data.&#039;&#039;&lt;br /&gt;
* TrainzUtil uninstall-package &amp;lt;package-name&amp;gt;&lt;br /&gt;
:&#039;&#039;Uninstall the specified package.&#039;&#039;&lt;br /&gt;
* TrainzUtil list-package-assets &amp;lt;package-name&amp;gt; &lt;br /&gt;
:&#039;&#039;List the assets available in the specified package.&#039;&#039;&lt;br /&gt;
* TrainzUtil downloadcontentlistings&lt;br /&gt;
:&#039;&#039;Fully download the latest content listings.&#039;&#039;&lt;br /&gt;
* TrainzUtil listbuilds &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Print the list of installed build numbers to a file.&#039;&#039;&lt;br /&gt;
* TrainzUtil quit &lt;br /&gt;
:&#039;&#039;Requests the GUI to close.&#039;&#039;&lt;br /&gt;
* TrainzUtil async &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Begins running the specified command asynchronously.&#039;&#039;&lt;br /&gt;
* TrainzUtil sync &lt;br /&gt;
:&#039;&#039;Waits for all async commands to complete.&#039;&#039;&lt;br /&gt;
* TrainzUtil wait &amp;lt;seconds&amp;gt; &lt;br /&gt;
:&#039;&#039;Pause for the specified number of seconds.&#039;&#039;&lt;br /&gt;
* TrainzUtil @&amp;lt;file.txt&amp;gt;&lt;br /&gt;
:&#039;&#039;Batch-execute a series of commands from the specified text file (every argument must be between double quotes). Every line of that text file will be processed like a separate call to TrainzUtil&#039;&#039;&lt;br /&gt;
* set &amp;lt;variable&amp;gt; &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, runs the specified command and overwrites the named variable with the result.&#039;&#039;&lt;br /&gt;
* append &amp;lt;variable&amp;gt; &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, runs the specified command and appends the result into the named variable.&#039;&#039;&lt;br /&gt;
* iferr &amp;lt;variable&amp;gt; &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, runs the specified command only if the named variable contains one or more errors.&#039;&#039;&lt;br /&gt;
* iferrflag &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, runs the specified command only if an error has occurred in the batch file execution up to this point.&#039;&#039;&lt;br /&gt;
* ifnone &amp;lt;variable&amp;gt; &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, runs the specified command only if the named variable contains no assets.&#039;&#039;&lt;br /&gt;
* ifhas &amp;lt;variable&amp;gt; &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, runs the specified command only if the named variable contains one or more assets.&#039;&#039;&lt;br /&gt;
* print &amp;lt;variable&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, prints the content of the named variable.&#039;&#039;&lt;br /&gt;
* printerrors &amp;lt;variable&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, prints any errors contained in the named variable.&#039;&#039;&lt;br /&gt;
* abort &amp;lt;TEXT&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch files, aborts processing of the batch file immediately without raising any further errors. If arguments are present, they are logged as a single error string.&#039;&#039;&lt;br /&gt;
* $(&amp;lt;variable&amp;gt;) &lt;br /&gt;
:&#039;&#039;Used as a command parameter in a batch file, replaced with the KUID(s) from the specified variable.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
Due to the Windows command prompt treating the &#039;&amp;lt;&#039; and &#039;&amp;gt;&#039; characters as pipe operators, be sure to include quotes around any KUID parameters.  For example:&lt;br /&gt;
&lt;br /&gt;
    trainzutil delete &amp;quot;&amp;lt;kuid:87854:982511580&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Content Creation]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=TrainzUtil&amp;diff=16979</id>
		<title>TrainzUtil</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=TrainzUtil&amp;diff=16979"/>
		<updated>2018-12-19T23:46:42Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[TrainzUtil]] is a command line [[Content Management]] tool.&lt;br /&gt;
&lt;br /&gt;
=Functionality=&lt;br /&gt;
&lt;br /&gt;
[[TrainzUtil]] is capable of performing some content management tasks including:&lt;br /&gt;
* Installation, removal and editing of custom content.&lt;br /&gt;
* Limited searching of local content.&lt;br /&gt;
* Packaging local content for distribution.&lt;br /&gt;
[[TrainzUtil]] provides a small subset of the available content management functions, for most operations [[Content Manager]] should be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Usage=&lt;br /&gt;
&lt;br /&gt;
[[TrainzUtil]] is a command line utility and cannot be started from the [[Trainz Launcher]]. To start [[TrainzUtil]] open a command prompt and navigate to your Trainz &amp;quot;bin&amp;quot; directory (e.g. C:\Program Files\Auran\TS2010\Bin or D:N3V Games\Trainz A New Era etc). You can then launch [[TrainzUtil]] with command arguments as below.&lt;br /&gt;
&lt;br /&gt;
In TRS19, you can enable trainzutil by clicking Trainz Settings &amp;gt; Dev &amp;gt; Enable Advanced debug commands, then restarting the game. You can then run the trainzutil commands from Launcher &amp;gt; Developer &amp;gt; Run trainzutil command.&lt;br /&gt;
&lt;br /&gt;
NOTE: Due to the Windows command prompt treating the &#039;&amp;lt;&#039; and &#039;&amp;gt;&#039; characters as pipe operators, be sure to include quotes around any KUID parameters.  For example:&lt;br /&gt;
&lt;br /&gt;
    trainzutil delete &amp;quot;&amp;lt;kuid:87854:982511580&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* TrainzUtil help&lt;br /&gt;
:&#039;&#039;Display TrainzUtil help text.&#039;&#039;&lt;br /&gt;
::Use this command for all the current command line entries available (possibly updated in game faster than on this page)&lt;br /&gt;
* TrainzUtil version&lt;br /&gt;
:&#039;&#039;Display the TrainzUtil build version.&#039;&#039;&lt;br /&gt;
* TrainzUtil echo &amp;lt;TEXT&amp;gt;&lt;br /&gt;
:&#039;&#039;Echo the supplied text.&#039;&#039;&lt;br /&gt;
* TrainzUtil time &lt;br /&gt;
:&#039;&#039;Echoes the current time in RFC 822 format.&#039;&#039;&lt;br /&gt;
* TrainzUtil setlanguage &amp;lt;langCode&amp;gt;&lt;br /&gt;
:&#039;&#039;Set the Trainz language to the language code supplied (eg. US, FR, RU, etc).&#039;&#039;&lt;br /&gt;
* TrainzUtil installCDP &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Install an asset from a CDP file.&#039;&#039;&lt;br /&gt;
* TrainzUtil installfrompath &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Install an asset from a directory.&#039;&#039;&lt;br /&gt;
* TrainzUtil installfromdls &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Install an asset from the Auran Download Station.&#039;&#039;&lt;br /&gt;
* TrainzUtil edit &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Open an asset for editing.&#039;&#039;&lt;br /&gt;
* TrainzUtil generateKUID&lt;br /&gt;
:&#039;&#039;Generate a new KUID number in the local user&#039;s KUID range.&#039;&#039;&lt;br /&gt;
* TrainzUtil createCDP &amp;lt;OUTPUT PATH&amp;gt; &amp;lt;KUID1&amp;gt; &amp;lt;KUID2&amp;gt; ... &amp;lt;KUIDX&amp;gt;&lt;br /&gt;
:&#039;&#039;Export assets to a CDP file.&#039;&#039;&lt;br /&gt;
* TrainzUtil repairdatabase&lt;br /&gt;
:&#039;&#039;Repairs the Trainz Asset Database.&#039;&#039;&lt;br /&gt;
* TrainzUtil repairdatabase extended&lt;br /&gt;
:&#039;&#039;Forces DLC packages to be reinstalled and fully repairs database corruption. [https://support.trainzportal.com/index.php?/Knowledgebase/Article/View/36/8/extended-database-repair:Full Details here]&#039;&#039;&lt;br /&gt;
* TrainzUtil printconfig &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Print the contents of an assets config file to the console.&#039;&#039;&lt;br /&gt;
* TrainzUtil backupkeywords&lt;br /&gt;
:&#039;&#039;Backup all the keywords of your assets.&#039;&#039;&lt;br /&gt;
* TrainzUtil importkeywords&lt;br /&gt;
:&#039;&#039;Import keywords into the Trainz Asset Database.&#039;&#039;&lt;br /&gt;
* TrainzUtil add-keyword &amp;lt;keyword&amp;gt; &amp;lt;KUID&amp;gt; [..] &lt;br /&gt;
:&#039;&#039;Add a keyword to the specified assets.&#039;&#039;&lt;br /&gt;
* TrainzUtil remove-keyword &amp;lt;keyword&amp;gt; &amp;lt;KUID&amp;gt; [..] &lt;br /&gt;
:&#039;&#039;Remove a keyword from the specified assets.&#039;&#039;&lt;br /&gt;
* TrainzUtil search-by-keyword &amp;lt;keyword&amp;gt; &lt;br /&gt;
:&#039;&#039;Returns a list of all assets with the specified keyword.&#039;&#039;&lt;br /&gt;
* TrainzUtil commit &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Commit any edits that have been made to the specified asset.&#039;&#039;&lt;br /&gt;
* TrainzUtil revert &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Discard any edits that have been made to the specified asset.&#039;&#039;&lt;br /&gt;
* TrainzUtil delete &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Delete the specified asset from disk.&#039;&#039;&lt;br /&gt;
* TrainzUtil list &amp;lt;KUID&amp;gt; [..] &lt;br /&gt;
:&#039;&#039;Parses the specified kuid list into the results.&#039;&#039;&lt;br /&gt;
* TrainzUtil list-latest-versions &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Get the latest known version of an asset. Multiple KUIDs may be specified as multiple arguments.&#039;&#039;&lt;br /&gt;
* TrainzUtil list-dependencies &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Get an assets direct dependencies.&#039;&#039;&lt;br /&gt;
* TrainzUtil list-dependants &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Get an assets direct dependants.&#039;&#039;&lt;br /&gt;
* TrainzUtil authors&lt;br /&gt;
:&#039;&#039;List of all the authorIDs that have content in the game.&#039;&#039;&lt;br /&gt;
* TrainzUtil searchbycategory [-a] &amp;lt;CategoryList&amp;gt;&lt;br /&gt;
:&#039;&#039;List all the local assets with a category set in this format, &amp;quot;CMP;MESH|BD;-ACTV|VE|SCEN&amp;quot;. Use the -a parameter if you want to search the [[Download Station]] as well.&#039;&#039;&lt;br /&gt;
* TrainzUtil filterbystatus &amp;lt;status&amp;gt; &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;List all assets from the specified list which match the specified status flags.&#039;&#039;&lt;br /&gt;
* TrainzUtil importconsists &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Import an old style Surveyor consist list, creating consist assets for any unknown entries.&#039;&#039;&lt;br /&gt;
* TrainzUtil setnextcontentid &amp;lt;int&amp;gt;&lt;br /&gt;
:&#039;&#039;Provides a &#039;next content ID&#039; hint for the KUID generator.&#039;&#039;&lt;br /&gt;
* TrainzUtil status &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Print the status of the specified asset.&#039;&#039;&lt;br /&gt;
:&#039;&#039;This will output + &amp;lt;KUID&amp;gt; : &amp;lt;Flags&amp;gt; : &amp;lt;category&amp;gt; : &amp;lt;username&amp;gt; where flags are a series of letters with case indicating boolean state. (capital letters are flagged true and lowercase are flagged false.)&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Aa - The asset is archived.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Bb - The asset is builtin or packaged content.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Cc - The asset is in the base content set.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Dd - The asset is on the download station.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Ee - The asset is open for edit.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Ff - The asset is faulty.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Ii - The asset is installed locally.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Ll - The asset is locally modified.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Mm - The asset has missing dependencies.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Oo - The asset is obsolete.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Pp - The asset is listed in the DLS index as payware DLC.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Uu - The asset has an update available.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Xx - The asset is authorised for use in this Trainz installation.&#039;&#039;&lt;br /&gt;
* TrainzUtil validate &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Perform validation and display any errors or warnings relating to this asset.&#039;&#039;&lt;br /&gt;
* TrainzUtil compile &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Compile a script file.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-d&amp;gt; Display gamescript documentation.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-s&amp;gt; Silent mode.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-bPATH&amp;gt; Specify a file path for the compile log.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-pPATH&amp;gt; Specify the output directory.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-oPATH&amp;gt; Specify the output library filename.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;PATH&amp;gt; Input source file.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-iPATH&amp;gt; Additional include path.&#039;&#039;&lt;br /&gt;
* TrainzUtil convert-config &amp;lt;PATH&amp;gt; &lt;br /&gt;
:&#039;&#039;Converts a config.txt file to config.chump or vice versa.&#039;&#039;&lt;br /&gt;
* TrainzUtil open-in-driver [-wait] &amp;lt;KUID&amp;gt; &lt;br /&gt;
:&#039;&#039;Open the specified route or session asset in Driver. Optionally wait until the module is exited.&#039;&#039;&lt;br /&gt;
* TrainzUtil open-in-surveyor [-wait] &amp;lt;KUID&amp;gt; &lt;br /&gt;
:&#039;&#039;Open the specified route or session asset in Surveyor. Optionally wait until the module is exited.&#039;&#039;&lt;br /&gt;
* TrainzUtil open-in-preview [-wait] &amp;lt;KUID&amp;gt; &lt;br /&gt;
:&#039;&#039;Open the specified route or session asset in the asset preview tool. Optionally wait until the module is exited.&#039;&#039;&lt;br /&gt;
* TrainzUtil encrypt &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Encrypt a script file (gs --&amp;gt; gse).&#039;&#039;&lt;br /&gt;
* TrainzUtil export-package &amp;lt;device-type&amp;gt; &amp;lt;package-name&amp;gt; &amp;lt;package-build-number&amp;gt; [&amp;lt;dependency-package-name&amp;gt; ...] &amp;lt;kuid&amp;gt;&lt;br /&gt;
:&#039;&#039;Export assets to a device package. Multiple KUIDs may be specified as multiple arguments.&#039;&#039;&lt;br /&gt;
* TrainzUtil update-package &amp;lt;package-name&amp;gt;&lt;br /&gt;
:&#039;&#039;Update prebuilt data within a package.&#039;&#039;&lt;br /&gt;
* TrainzUtil install-package &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Install a package from the specified path.&#039;&#039;&lt;br /&gt;
* TrainzUtil clean-package [-a] &amp;lt;package-name&amp;gt; &lt;br /&gt;
:&#039;&#039;Remove the local build&#039;s prebuilt data from within a package. Use the -a parameter if you want to strip all prebuilt data.&#039;&#039;&lt;br /&gt;
* TrainzUtil uninstall-package &amp;lt;package-name&amp;gt;&lt;br /&gt;
:&#039;&#039;Uninstall the specified package.&#039;&#039;&lt;br /&gt;
* TrainzUtil list-package-assets &amp;lt;package-name&amp;gt; &lt;br /&gt;
:&#039;&#039;List the assets available in the specified package.&#039;&#039;&lt;br /&gt;
* TrainzUtil downloadcontentlistings&lt;br /&gt;
:&#039;&#039;Fully download the latest content listings.&#039;&#039;&lt;br /&gt;
* TrainzUtil listbuilds &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Print the list of installed build numbers to a file.&#039;&#039;&lt;br /&gt;
* TrainzUtil quit &lt;br /&gt;
:&#039;&#039;Requests the GUI to close.&#039;&#039;&lt;br /&gt;
* TrainzUtil async &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Begins running the specified command asynchronously.&#039;&#039;&lt;br /&gt;
* TrainzUtil sync &lt;br /&gt;
:&#039;&#039;Waits for all async commands to complete.&#039;&#039;&lt;br /&gt;
* TrainzUtil wait &amp;lt;seconds&amp;gt; &lt;br /&gt;
:&#039;&#039;Pause for the specified number of seconds.&#039;&#039;&lt;br /&gt;
* TrainzUtil @&amp;lt;file.txt&amp;gt;&lt;br /&gt;
:&#039;&#039;Batch-execute a series of commands from the specified text file (every argument must be between double quotes). Every line of that text file will be processed like a separate call to TrainzUtil&#039;&#039;&lt;br /&gt;
* set &amp;lt;variable&amp;gt; &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, runs the specified command and overwrites the named variable with the result.&#039;&#039;&lt;br /&gt;
* append &amp;lt;variable&amp;gt; &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, runs the specified command and appends the result into the named variable.&#039;&#039;&lt;br /&gt;
* iferr &amp;lt;variable&amp;gt; &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, runs the specified command only if the named variable contains one or more errors.&#039;&#039;&lt;br /&gt;
* iferrflag &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, runs the specified command only if an error has occurred in the batch file execution up to this point.&#039;&#039;&lt;br /&gt;
* ifnone &amp;lt;variable&amp;gt; &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, runs the specified command only if the named variable contains no assets.&#039;&#039;&lt;br /&gt;
* ifhas &amp;lt;variable&amp;gt; &amp;lt;command..&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, runs the specified command only if the named variable contains one or more assets.&#039;&#039;&lt;br /&gt;
* print &amp;lt;variable&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, prints the content of the named variable.&#039;&#039;&lt;br /&gt;
* printerrors &amp;lt;variable&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch file, prints any errors contained in the named variable.&#039;&#039;&lt;br /&gt;
* abort &amp;lt;TEXT&amp;gt; &lt;br /&gt;
:&#039;&#039;Used in a batch files, aborts processing of the batch file immediately without raising any further errors. If arguments are present, they are logged as a single error string.&#039;&#039;&lt;br /&gt;
* $(&amp;lt;variable&amp;gt;) &lt;br /&gt;
:&#039;&#039;Used as a command parameter in a batch file, replaced with the KUID(s) from the specified variable.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
Due to the Windows command prompt treating the &#039;&amp;lt;&#039; and &#039;&amp;gt;&#039; characters as pipe operators, be sure to include quotes around any KUID parameters.  For example:&lt;br /&gt;
&lt;br /&gt;
    trainzutil delete &amp;quot;&amp;lt;kuid:87854:982511580&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Content Creation]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:Moving_Content&amp;diff=16821</id>
		<title>Help:Moving Content</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:Moving_Content&amp;diff=16821"/>
		<updated>2018-11-26T20:39:50Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Creating a New Local Data Folder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz stores additional content and user settings separately from the Trainz installation folder. A platform-specific default path is used, which can be accessed in your platform-specific file manager as described below. This folder may grow to a substantial size over time. If required, you may specify an alternate location for storing your content.&lt;br /&gt;
&lt;br /&gt;
These instructions apply to TANE build 82340 and above. The same steps can be used for TRS2019, just replace &#039;TANE&#039; with &#039;TRS2019&#039; for folder names!&lt;br /&gt;
&lt;br /&gt;
=Locating your Local Data Folder=&lt;br /&gt;
&lt;br /&gt;
From the launcher of any Trainz installation, you can click the &amp;quot;Trainz Settings&amp;quot; button and then switch to the &amp;quot;Install&amp;quot; tab to see the full path to that installation&#039;s local data folder. You can navigate directly to that path using your system&#039;s file manager, however please keep in mind that the parent folders of the default location may be hidden on some systems so simply starting at the top level of your computer and working your way down may not work.&lt;br /&gt;
&lt;br /&gt;
In order to navigate directly to the local data folder&#039;s default location, the following steps can be used:&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
In Windows, the local data folder is stored by default at a subfolder of &amp;quot;C:\Users\&amp;lt;username&amp;gt;\AppData\Local\N3V Games\TANE&amp;quot; (where &amp;quot;&amp;lt;username&amp;gt;&amp;quot; is the username of the logged-in Windows user account.)&lt;br /&gt;
&lt;br /&gt;
You may access this location in Windows Explorer by entering the path &amp;quot;%appdata%\..\Local\N3V Games\TANE&amp;quot; into the Window Explorer address bar. At this location you will see one or more local data folders, corresponding with your various Trainz installations. The name of each folder here includes a random character string which has no meaning but simply allows for multiple installs to coexist without overwriting each other&#039;s data files.&lt;br /&gt;
&lt;br /&gt;
You will also find a text file at this location named &amp;quot;userdata-redirect-map.txt&amp;quot; which lists the correlation between each Trainz installation and its local data folder. While it is possible to hand-edit this file using a program such as WordPad.exe, it is not recommended due to the potential for data loss.&lt;br /&gt;
&lt;br /&gt;
==Mac OS X==&lt;br /&gt;
In Mac OS X, the local data folder is stored by default at a subfolder of &amp;quot;/Users/&amp;lt;username&amp;gt;/Library/Containers/com.n3vgames.tane&amp;quot; (where &amp;quot;&amp;lt;username&amp;gt;&amp;quot; is the username of the logged-in Mac OS X user account.)&lt;br /&gt;
&lt;br /&gt;
You may access this location in Finder by using &amp;quot;Go To&amp;quot; (command-shift-G) and then entering the address &amp;quot;~/Library/Containers/com.n3vgames.tane/Data&amp;quot;. At this location you will see one or more local data folders, corresponding with your various Trainz installations. The name of each folder here includes a random character string which has no meaning but simply allows for multiple installs to coexist without overwriting each other&#039;s data files.&lt;br /&gt;
&lt;br /&gt;
You will also find a file at this location named &amp;quot;userdata-redirect-map.txt&amp;quot; which lists the correlation between each Trainz installation and its local data folder. It is typically not possible to hand-edit this file due to the way that Mac OS X encodes file paths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Copy\Move\Archive your Local Data Folder=&lt;br /&gt;
&lt;br /&gt;
# Open &amp;quot;Launcher &amp;gt; Trainz Settings &amp;gt; Install tab&amp;quot;.&lt;br /&gt;
#:* Note the path displayed in the &amp;quot;Local Data Folder&amp;quot; field (this is your current data directory where your user content resides).&lt;br /&gt;
#:* &amp;lt;i&amp;gt;Recommended...&amp;lt;/i&amp;gt; &lt;br /&gt;
#::* Highlight and Copy this path to Notepad.&lt;br /&gt;
#::* Verify all other tabs contain the settings you want, including your authentication credentials.&amp;lt;br&amp;gt;&lt;br /&gt;
# Open Windows Explorer and navigate to the current data folder (you may paste the path from step 1 to open directly).&lt;br /&gt;
# Open a second instance of Windows Explorer and create a new empty folder at the desired location (e.g. D:\TANE_Content)&lt;br /&gt;
#:* Highlight and Copy this new path to your clipboard &lt;br /&gt;
#:* Paste this new path into the &amp;quot;Local Data Folder&amp;quot; field&lt;br /&gt;
# Close the Settings dialog &lt;br /&gt;
#:* ...there will be a prompt telling you about restarting, acknowledge it.&lt;br /&gt;
#:* ...close the Launcher&lt;br /&gt;
# Focus on the first instance of Windows Explorer, copy all files\folders here into the new folder (the 2nd instance of Explorer).&lt;br /&gt;
#:* i.e. folders like backup, cache, etc plus assets.tdx and keystore.tdx. &lt;br /&gt;
# Start the launcher&lt;br /&gt;
#:* If you&#039;re watching the new directory in Explorer you&#039;ll see some changes occur (files added).&lt;br /&gt;
# &#039;&#039;&#039;OPTIONAL&#039;&#039;&#039; - Access &amp;quot;Trainz Settings&amp;quot;.&lt;br /&gt;
#:* All settings verified in step 1 should be present on all tabs. &lt;br /&gt;
# Click &amp;quot;Start Trainz&amp;quot;&lt;br /&gt;
# Application will launch as expected.&lt;br /&gt;
#:* If content is missing, or if a database repair commences, or you&#039;re prompted to login, you have made a mistake and will need to re-check the settings above.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Benefits of this process...&#039;&#039;&#039;&lt;br /&gt;
* Provides a method for you to create data directories using naming conventions easily tracked by humans (as opposed to the machine name Trainz generates for its folders)&lt;br /&gt;
* Allows you to move content between builds and patches without resorting to CDP export\import.&lt;br /&gt;
* Allows you to work independently from your &amp;quot;source content&amp;quot; making changes without risk and..., &lt;br /&gt;
* Point back to your old folder anytime you need a reference or to check &amp;quot;how it worked&amp;quot; before you started modifying content.&lt;br /&gt;
* Creates a backup of the &amp;quot;old&amp;quot; content folder and optionally archive\delete the old folder to free up space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039;&lt;br /&gt;
* DO NOT ever delete the C:\Users\&amp;lt;pc name&amp;gt;\AppData\Local\N3V Games\TANE folder OR the userdata-redirect-map.txt file in that folder. &lt;br /&gt;
:* This file is required by TANE to ensure the Local Data Folder is found. &lt;br /&gt;
:* If the redirect file does not exist, TANE will create a new one and create a new local data folder in the default location and you are back to your starting point.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;TROUBLESHOOTING:&#039;&#039;&#039;&lt;br /&gt;
* If a new unused /build xxxxxxxx folder is created in the default location upon restarting, you have not followed the steps correctly  - please review the steps again.&lt;br /&gt;
* If you are asked to enter your username again, you have not followed the steps correctly - please review the steps again.&lt;br /&gt;
&lt;br /&gt;
=Creating a New Local Data Folder=&lt;br /&gt;
&lt;br /&gt;
Sometimes your Local Data Folder can end up with corrupt data. In this case, the solution is to create a new folder which contains no 3rd party content. From there, you can then IMPORT your old content and work out which items may be causing issues.&lt;br /&gt;
&lt;br /&gt;
# Open the Launcher &amp;gt; Trainz Settings &amp;gt; Install (tab). &lt;br /&gt;
#:*...see the &amp;quot;Local Data Folder&amp;quot; field, this is the path for your game data. &lt;br /&gt;
#:*...the default path is C:\Users\&amp;lt;username&amp;gt;\AppData\Local\N3V Games\&amp;lt;version&amp;gt;\build folder&lt;br /&gt;
#::*The default build folder uses an alphanumeric system generated name. The next steps are important to make sure you are looking at the correct folder if you have more than one&lt;br /&gt;
# Highlight the full path and use Ctrl-C to copy it.&lt;br /&gt;
# Open Windows Explorer and paste the path into the Explorer address dropdown (usually opens to &amp;quot;this PC&amp;quot;) &lt;br /&gt;
#:* Key-press &amp;lt;Enter&amp;gt;. &lt;br /&gt;
#:* You are now in your games current data directory. &lt;br /&gt;
# Navigate up one directory level (you can use the little &amp;quot;up arrow&amp;quot; on the left of of the address dropdown)&lt;br /&gt;
# Create a new folder and give it a name&lt;br /&gt;
# Now double-click into this new folder (it will be empty), and copy the path just like you did in the above step #2.&lt;br /&gt;
# Now go back to Launcher &amp;gt; Trainz Settings &amp;gt; Install tab, paste the new path, replacing the current path, in the &amp;quot;Local Data Folder&amp;quot; field&lt;br /&gt;
# Close the Trainz Settings form (a message will appear saying the game needs a restart, click OK, then close the Launcher too)&lt;br /&gt;
# Restart the game. A few things will happen&lt;br /&gt;
#:*...in Explorer you&#039;ll see the folder get populated with some new sub-folders and files.&lt;br /&gt;
#:*...the &amp;quot;Trainz Performance Configuration&amp;quot; form will open (you can set these parameter here\now or skip is and do it later on the Performance tab)&lt;br /&gt;
#:*...you&#039;ll need to provide your user name\password in Trainz Settings &amp;gt; Internet (tab)&lt;br /&gt;
# Click Start Trainz and complete the database build&lt;br /&gt;
&lt;br /&gt;
* Now your application is pointing to a &amp;quot;clean data directory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTE: &lt;br /&gt;
* This process does not copy any of your local content across.&lt;br /&gt;
* This process is applicable to both TANE and TRS19&lt;br /&gt;
&lt;br /&gt;
Return to [[Help:TRS19|TRS19 Help Page]]&lt;br /&gt;
[[Category:TRS19]]&lt;br /&gt;
[[Category: Help]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:Moving_Content&amp;diff=13000</id>
		<title>Help:Moving Content</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:Moving_Content&amp;diff=13000"/>
		<updated>2018-06-04T14:10:16Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Copy\Move\Archive your Local Data Folder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz stores additional content and user settings separately from the Trainz installation folder. A platform-specific default path is used, which can be accessed in your platform-specific file manager as described below. This folder may grow to a substantial size over time. If required, you may specify an alternate location for storing your content.&lt;br /&gt;
&lt;br /&gt;
These instructions apply to build 82340 and above.&lt;br /&gt;
&lt;br /&gt;
=Locating your Local Data Folder=&lt;br /&gt;
&lt;br /&gt;
From the launcher of any Trainz installation, you can click the &amp;quot;Trainz Settings&amp;quot; button and then switch to the &amp;quot;Install&amp;quot; tab to see the full path to that installation&#039;s local data folder. You can navigate directly to that path using your system&#039;s file manager, however please keep in mind that the parent folders of the default location may be hidden on some systems so simply starting at the top level of your computer and working your way down may not work.&lt;br /&gt;
&lt;br /&gt;
In order to navigate directly to the local data folder&#039;s default location, the following steps can be used:&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
In Windows, the local data folder is stored by default at a subfolder of &amp;quot;C:\Users\&amp;lt;username&amp;gt;\AppData\Local\N3V Games\TANE&amp;quot; (where &amp;quot;&amp;lt;username&amp;gt;&amp;quot; is the username of the logged-in Windows user account.)&lt;br /&gt;
&lt;br /&gt;
You may access this location in Windows Explorer by entering the path &amp;quot;%appdata%\..\Local\N3V Games\TANE&amp;quot; into the Window Explorer address bar. At this location you will see one or more local data folders, corresponding with your various Trainz installations. The name of each folder here includes a random character string which has no meaning but simply allows for multiple installs to coexist without overwriting each other&#039;s data files.&lt;br /&gt;
&lt;br /&gt;
You will also find a text file at this location named &amp;quot;userdata-redirect-map.txt&amp;quot; which lists the correlation between each Trainz installation and its local data folder. While it is possible to hand-edit this file using a program such as WordPad.exe, it is not recommended due to the potential for data loss.&lt;br /&gt;
&lt;br /&gt;
==Mac OS X==&lt;br /&gt;
In Mac OS X, the local data folder is stored by default at a subfolder of &amp;quot;/Users/&amp;lt;username&amp;gt;/Library/Containers/com.n3vgames.tane&amp;quot; (where &amp;quot;&amp;lt;username&amp;gt;&amp;quot; is the username of the logged-in Mac OS X user account.)&lt;br /&gt;
&lt;br /&gt;
You may access this location in Finder by using &amp;quot;Go To&amp;quot; (command-shift-G) and then entering the address &amp;quot;~/Library/Containers/com.n3vgames.tane/Data&amp;quot;. At this location you will see one or more local data folders, corresponding with your various Trainz installations. The name of each folder here includes a random character string which has no meaning but simply allows for multiple installs to coexist without overwriting each other&#039;s data files.&lt;br /&gt;
&lt;br /&gt;
You will also find a file at this location named &amp;quot;userdata-redirect-map.txt&amp;quot; which lists the correlation between each Trainz installation and its local data folder. It is typically not possible to hand-edit this file due to the way that Mac OS X encodes file paths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Copy\Move\Archive your Local Data Folder=&lt;br /&gt;
&lt;br /&gt;
# Open &amp;quot;Launcher &amp;gt; Trainz Settings &amp;gt; Install tab&amp;quot;.&lt;br /&gt;
#:* Note the path displayed in the &amp;quot;Local Data Folder&amp;quot; field (this is your current data directory where your user content resides).&lt;br /&gt;
#:* &amp;lt;i&amp;gt;Recommended...&amp;lt;/i&amp;gt; &lt;br /&gt;
#::* Highlight and Copy this path to Notepad.&lt;br /&gt;
#::* Verify all other tabs contain the settings you want, including your authentication credentials.&amp;lt;br&amp;gt;&lt;br /&gt;
# Open Windows Explorer and navigate to the current data folder (you may paste the path from step 1 to open directly).&lt;br /&gt;
# Open a second instance of Windows Explorer and create a new empty folder at the desired location (e.g. D:\TANE_Content)&lt;br /&gt;
#:* Highlight and Copy this new path to your clipboard &lt;br /&gt;
#:* Paste this new path into the &amp;quot;Local Data Folder&amp;quot; field&lt;br /&gt;
# Close the Settings dialog &lt;br /&gt;
#:* ...there will be a prompt telling you about restarting, acknowledge it.&lt;br /&gt;
#:* ...close the Launcher&lt;br /&gt;
# Focus on the first instance of Windows Explorer, copy all files\folders here into the new folder (the 2nd instance of Explorer).&lt;br /&gt;
#:* i.e. folders like backup, cache, etc plus assets.tdx and keystore.tdx. &lt;br /&gt;
# Start the launcher&lt;br /&gt;
#:* If you&#039;re watching the new directory in Explorer you&#039;ll see some changes occur (files added).&lt;br /&gt;
# &#039;&#039;&#039;OPTIONAL&#039;&#039;&#039; - Access &amp;quot;Trainz Settings&amp;quot;.&lt;br /&gt;
#:* All settings verified in step 1 should be present on all tabs. &lt;br /&gt;
# Click &amp;quot;Start Trainz&amp;quot;&lt;br /&gt;
# Application will launch as expected.&lt;br /&gt;
#:* If content is missing, or if a database repair commences, or you&#039;re prompted to login, you have made a mistake and will need to re-check the settings above.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Benefits of this process...&#039;&#039;&#039;&lt;br /&gt;
* Provides a method for you to create data directories using naming conventions easily tracked by humans (as opposed to the machine name Trainz generates for its folders)&lt;br /&gt;
* Allows you to move content between builds and patches without resorting to CDP export\import.&lt;br /&gt;
* Allows you to work independently from your &amp;quot;source content&amp;quot; making changes without risk and..., &lt;br /&gt;
* Point back to your old folder anytime you need a reference or to check &amp;quot;how it worked&amp;quot; before you started modifying content.&lt;br /&gt;
* Creates a backup of the &amp;quot;old&amp;quot; content folder and optionally archive\delete the old folder to free up space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039;&lt;br /&gt;
* DO NOT ever delete the C:\Users\&amp;lt;pc name&amp;gt;\AppData\Local\N3V Games\TANE folder OR the userdata-redirect-map.txt file in that folder. &lt;br /&gt;
:* This file is required by TANE to ensure the Local Data Folder is found. &lt;br /&gt;
:* If the redirect file does not exist, TANE will create a new one and create a new local data folder in the default location and you are back to your starting point.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;TROUBLESHOOTING:&#039;&#039;&#039;&lt;br /&gt;
* If a new unused /build xxxxxxxx folder is created in the default location upon restarting, you have not followed the steps correctly  - please review the steps again.&lt;br /&gt;
* If you are asked to enter your username again, you have not followed the steps correctly - please review the steps again.&lt;br /&gt;
&lt;br /&gt;
=Creating a New Local Data Folder=&lt;br /&gt;
&lt;br /&gt;
Sometimes your Local Data Folder can end up with corrupt data. In this case, the solution is to create a new folder which contains no 3rd party content. From there, you can then IMPORT your old content and work out which items may be causing issues.&lt;br /&gt;
&lt;br /&gt;
* Open the Launcher &amp;gt; Install tab and check the path to your Local Data Folder. The default path is C:\Users\&amp;lt;username&amp;gt;\AppData\Local\N3V Games\TANE\build xxxxxxxx&lt;br /&gt;
* Highlight the full path name and use Ctrl-C to copy&lt;br /&gt;
* Close TANE (and check in Task Manager that it has ended - this may take a few minutes in some circumstances)&lt;br /&gt;
* Use Crtl-V to paste the path into Windows Explorer&lt;br /&gt;
* Go up one directory level and rename the folder by adding &amp;quot;-old&amp;quot; to the name (this effectively creates a backup for you)&lt;br /&gt;
* Open a NEW Windows Explorer window and create a Folder in the desired location (e.g. D:\TANE_data) &lt;br /&gt;
* Open Launcher &amp;gt; Trainz Settings &amp;gt; Install tab and browse to find your new folder (D:\TANE_data) then click Select Folder&lt;br /&gt;
* Close TANE (a message will appear saying the game needs a restart)&lt;br /&gt;
* Restart TANE and check your Install path is pointing to the new location.&lt;br /&gt;
* Click Start Trainz and wait for TANE to complete a database rebuild (this should only take a few minutes)&lt;br /&gt;
&lt;br /&gt;
Now your TANE install points to the new Local Data Folder at the new location.&lt;br /&gt;
NOTE: This process does not copy any of your local content across.&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:Moving_Content&amp;diff=11689</id>
		<title>Help:Moving Content</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:Moving_Content&amp;diff=11689"/>
		<updated>2018-03-12T19:30:13Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Moving your Local Data Folder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trainz stores additional content and user settings separately from the Trainz installation folder. A platform-specific default path is used, which can be accessed in your platform-specific file manager as described below. This folder may grow to a substantial size over time. If required, you may specify an alternate location for storing your content.&lt;br /&gt;
&lt;br /&gt;
These instructions apply to build 82340 and above.&lt;br /&gt;
&lt;br /&gt;
=Locating your Local Data Folder=&lt;br /&gt;
&lt;br /&gt;
From the launcher of any Trainz installation, you can click the &amp;quot;Trainz Settings&amp;quot; button and then switch to the &amp;quot;Install&amp;quot; tab to see the full path to that installation&#039;s local data folder. You can navigate directly to that path using your system&#039;s file manager, however please keep in mind that the parent folders of the default location may be hidden on some systems so simply starting at the top level of your computer and working your way down may not work.&lt;br /&gt;
&lt;br /&gt;
In order to navigate directly to the local data folder&#039;s default location, the following steps can be used:&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
In Windows, the local data folder is stored by default at a subfolder of &amp;quot;C:\Users\&amp;lt;username&amp;gt;\AppData\Local\N3V Games\TANE&amp;quot; (where &amp;quot;&amp;lt;username&amp;gt;&amp;quot; is the username of the logged-in Windows user account.)&lt;br /&gt;
&lt;br /&gt;
You may access this location in Windows Explorer by entering the path &amp;quot;%appdata%\..\Local\N3V Games\TANE&amp;quot; into the Window Explorer address bar. At this location you will see one or more local data folders, corresponding with your various Trainz installations. The name of each folder here includes a random character string which has no meaning but simply allows for multiple installs to coexist without overwriting each other&#039;s data files.&lt;br /&gt;
&lt;br /&gt;
You will also find a text file at this location named &amp;quot;userdata-redirect-map.txt&amp;quot; which lists the correlation between each Trainz installation and its local data folder. While it is possible to hand-edit this file using a program such as WordPad.exe, it is not recommended due to the potential for data loss.&lt;br /&gt;
&lt;br /&gt;
==Mac OS X==&lt;br /&gt;
In Mac OS X, the local data folder is stored by default at a subfolder of &amp;quot;/Users/&amp;lt;username&amp;gt;/Library/Containers/com.n3vgames.tane&amp;quot; (where &amp;quot;&amp;lt;username&amp;gt;&amp;quot; is the username of the logged-in Mac OS X user account.)&lt;br /&gt;
&lt;br /&gt;
You may access this location in Finder by using &amp;quot;Go To&amp;quot; (command-shift-G) and then entering the address &amp;quot;~/Library/Containers/com.n3vgames.tane/Data&amp;quot;. At this location you will see one or more local data folders, corresponding with your various Trainz installations. The name of each folder here includes a random character string which has no meaning but simply allows for multiple installs to coexist without overwriting each other&#039;s data files.&lt;br /&gt;
&lt;br /&gt;
You will also find a file at this location named &amp;quot;userdata-redirect-map.txt&amp;quot; which lists the correlation between each Trainz installation and its local data folder. It is typically not possible to hand-edit this file due to the way that Mac OS X encodes file paths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Copy\Move\Archive your Local Data Folder=&lt;br /&gt;
&lt;br /&gt;
# Open &amp;quot;Launcher &amp;gt; Trainz Settings &amp;gt; Install tab&amp;quot;.&lt;br /&gt;
#:* Note the path displayed in the &amp;quot;Local Data Folder&amp;quot; field (this is your current data directory where your user content resides).&lt;br /&gt;
#:* &amp;lt;i&amp;gt;Recommended...&amp;lt;/i&amp;gt; &lt;br /&gt;
#::* Highlight and Copy this path to Notepad.&lt;br /&gt;
#::* Verify all other tabs contain the settings you want, including your authentication credentials.&amp;lt;br&amp;gt;&lt;br /&gt;
# Open Windows Explorer and navigate to the current data folder (you may paste the path from step 1 to open directly).&lt;br /&gt;
# Open a second instance of Windows Explorer and create a new empty folder at the desired location (e.g. D:\TANE_Content)&lt;br /&gt;
#:* Highlight and Copy this new path to your clipboard &lt;br /&gt;
#:* Paste this new path into the &amp;quot;Local Data Folder&amp;quot; field&lt;br /&gt;
# Close the Settings dialog &lt;br /&gt;
#:* ...there will be a prompt telling you about restarting, acknowledge it.&lt;br /&gt;
#:* ...close the Launcher&lt;br /&gt;
# Focus on the first instance of Windows Explorer, copy all files\folders here into the new folder (the 2nd instance of Explorer).&lt;br /&gt;
#:* i.e. folders like backup, cache, etc plus assets.tdx and keystore.tdx. &lt;br /&gt;
# Start the launcher&lt;br /&gt;
#:* If you&#039;re watching the new directory in Explorer you&#039;ll see some changes occur (files added).&lt;br /&gt;
# &#039;&#039;&#039;OPTIONAL&#039;&#039;&#039; - Access &amp;quot;Trainz Settings&amp;quot;.&lt;br /&gt;
#:* All settings verified in step 1 should be present on all tabs. &lt;br /&gt;
# Click &amp;quot;Start Trainz&amp;quot;&lt;br /&gt;
# Application will launch as expected.&lt;br /&gt;
#:* If content is missing, or if a database repair commences, or you&#039;re prompted to login, you have made a mistake and will need to re-check the settings above.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Benefits of this process...&#039;&#039;&#039;&lt;br /&gt;
* Provides a method for you to create data directories using naming conventions easily tracked by humans (as opposed to the machine name Trainz generates for its folders)&lt;br /&gt;
* Allows you to move content between builds and patches without resorting to CDP export\import.&lt;br /&gt;
* Allows you to work independently from your &amp;quot;source content&amp;quot; making changes without risk and..., &lt;br /&gt;
* Point back to your old folder anytime you need a reference or to check &amp;quot;how it worked&amp;quot; before you started modifying content.&lt;br /&gt;
* Creates a backup of the &amp;quot;old&amp;quot; content folder and optionally archive\delete the old folder to free up space.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039;&lt;br /&gt;
* DO NOT ever delete the C:\Users\&amp;lt;pc name&amp;gt;\AppData\Local\N3V Games\TANE folder OR the userdata-redirect-map.txt file in that folder. &lt;br /&gt;
:* This file is required by TANE to ensure the Local Data Folder is found. &lt;br /&gt;
:* If the redirect file does not exist, TANE will create a new one and create a new local data folder in the default location and you are back to your starting point.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;TROUBLESHOOTING:&#039;&#039;&#039;&lt;br /&gt;
* If a new unused /build xxxxxxxx folder is created in the default location upon restarting, you have not followed the steps correctly  - please review the steps again.&lt;br /&gt;
* If you are asked to enter your username again, you have not followed the steps correctly - please review the steps again.&lt;br /&gt;
&lt;br /&gt;
=Creating a New Local Data Folder=&lt;br /&gt;
&lt;br /&gt;
Sometimes your Local Data Folder can end up with corrupt data. In this case, the solution is to create a new folder which contains no 3rd party content. From there, you can then IMPORT your old content and work out which items may be causing issues.&lt;br /&gt;
&lt;br /&gt;
* Open the Launcher &amp;gt; Install tab and check the path to your Local Data Folder. The default path is C:\Users\&amp;lt;username&amp;gt;\AppData\Local\N3V Games\TANE\build xxxxxxxx&lt;br /&gt;
* Highlight the full path name and use Ctrl-C to copy&lt;br /&gt;
* Close TANE (and check in Task Manager that it has ended - this may take a few minutes in some circumstances)&lt;br /&gt;
* Use Crtl-V to paste the path into Windows Explorer&lt;br /&gt;
* Go up one directory level and rename the folder by adding &amp;quot;-old&amp;quot; to the name (this effectively creates a backup for you)&lt;br /&gt;
* Open a NEW Windows Explorer window and create a Folder in the desired location (e.g. D:\TANE_data) &lt;br /&gt;
* Open Launcher &amp;gt; Trainz Settings &amp;gt; Install tab and browse to find your new folder (D:\TANE_data) then click Select Folder&lt;br /&gt;
* Close TANE (a message will appear saying the game needs a restart)&lt;br /&gt;
* Restart TANE and check your Install path is pointing to the new location.&lt;br /&gt;
* Click Start Trainz and wait for TANE to complete a database rebuild (this should only take a few minutes)&lt;br /&gt;
&lt;br /&gt;
Now your TANE install points to the new Local Data Folder at the new location.&lt;br /&gt;
NOTE: This process does not copy any of your local content across.&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:Surveyor_Layers_Tools&amp;diff=10696</id>
		<title>Help:Surveyor Layers Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:Surveyor_Layers_Tools&amp;diff=10696"/>
		<updated>2017-11-10T16:08:22Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you create a new route, you are by default adding objects to the route layer and so they will be present in any session created for the route.&lt;br /&gt;
*To switch to working in a session layer, open the layers tab and Click LMB where it says “Session-layer”. &lt;br /&gt;
*Objects you add will now be placed in the session layer.&lt;br /&gt;
*To move the object to a different layer, use the Properties Tool (the &#039;?&#039;) and left click on the object to move. Then scroll to the new layer by using the spinners on either side of the Layer name.&lt;br /&gt;
&lt;br /&gt;
If you Click Place a scenery object on a new route, Click on a scenery object, then on the Edit Properties button (N). Beside an option to name the object, which layer the object is on can be seen. To move the object to another layer scroll to that layer by using the spinners on either side of the Layer name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:layers.jpg|400px]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
== What are Layers? ==&lt;br /&gt;
Layers allow you to split design elements into easily manageable sections. In T:ANE, Layers work in the same way as many other graphical editing applications.&lt;br /&gt;
&lt;br /&gt;
You can lock Layers so that anything associated with them cannot be edited and you can hide Layers to make your Route easier to work with. For example, you can add all trees in a “Tree Layer” then use Hide Layer to hide all the trees while you continue working on other aspects of the Route or Session.&lt;br /&gt;
&lt;br /&gt;
Layers exist in either the Route or a Session. Layers applied to a Route are available to all Sessions for that Route, whereas layers applied to a Session are only available for that Session.&lt;br /&gt;
&lt;br /&gt;
So think of the &amp;quot;Route&amp;quot; as things that never (or rarely) change such as the terrain, the forests and scenery, and the track. The &amp;quot;Session&amp;quot; contains those things that often change such as which trains are placed on the tracks and which commands are given to which trains etc.&lt;br /&gt;
&lt;br /&gt;
== [[File:layer hide.jpg]] Hide Layer ==&lt;br /&gt;
&lt;br /&gt;
Click LMB on Hide Layer to clear space when working on a route, Click again to make it appear.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== [[File:layer lock.jpg]] Lock Layer ==&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
Click LMB on Lock Layer to prevent edits from being made, Click again to enable it.&lt;br /&gt;
&lt;br /&gt;
== [[File:object add.jpg]] Add Layer ==&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
Click LMB on the&lt;br /&gt;
Add Layer button. Enter a name for the new layer&lt;br /&gt;
and select Route level or Session level in the popup&lt;br /&gt;
dialogue and accept.&lt;br /&gt;
&lt;br /&gt;
== [[File:area cancel.jpg]] Delete Layer ==&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
Select a layer and Click LMB on the Delete Layer&lt;br /&gt;
button to remove it.&lt;br /&gt;
&lt;br /&gt;
== [[File:layer merge.jpg]] Merge Layer ==&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
Select a layer and Click LMB on Merge Layers button.&lt;br /&gt;
A popup dialogue gives you the option to choose a&lt;br /&gt;
specific layer to merge with.&lt;br /&gt;
&lt;br /&gt;
== [[File:lock entire route.jpg]] Lock Entire Route ==&lt;br /&gt;
Click LMB on Lock Entire Route to disable editing on all layers. Ideal for preventing accidental changes when inspecting whole routes.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt; See Also &amp;lt;/big&amp;gt;&lt;br /&gt;
* [[Help:Surveyor_Tools]]&lt;br /&gt;
* [[Help:Surveyor]]&lt;br /&gt;
* [https://youtu.be/KoXvafsMC3k Understanding Layers in Surveyor Video]&lt;br /&gt;
&lt;br /&gt;
[[Category:Help|Surveyor Tools Layers]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=TrainzUtil&amp;diff=10577</id>
		<title>TrainzUtil</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=TrainzUtil&amp;diff=10577"/>
		<updated>2017-11-08T16:36:31Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[TrainzUtil]] is a command line [[Content Management]] tool.&lt;br /&gt;
&lt;br /&gt;
=Functionality=&lt;br /&gt;
&lt;br /&gt;
[[TrainzUtil]] is capable of performing some content management tasks including:&lt;br /&gt;
* Installation, removal and editing of custom content.&lt;br /&gt;
* Limited searching of local content.&lt;br /&gt;
* Packaging local content for distribution.&lt;br /&gt;
[[TrainzUtil]] provides a small subset of the available content management functions, for most operations [[Content Manager]] should be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Usage=&lt;br /&gt;
&lt;br /&gt;
[[TrainzUtil]] is a command line utility and cannot be started from the [[Trainz Launcher]]. To start [[TrainzUtil]] open a command prompt and navigate to your Trainz &amp;quot;bin&amp;quot; directory (e.g. C:\Program Files\Auran\TS2010\Bin or D:N3V Games\Trainz A New Era etc). You can then launch [[TrainzUtil]] with command arguments as below.&lt;br /&gt;
&lt;br /&gt;
NOTE: Due to the Windows command prompt treating the &#039;&amp;lt;&#039; and &#039;&amp;gt;&#039; characters as pipe operators, be sure to include quotes around any KUID parameters.  For example:&lt;br /&gt;
&lt;br /&gt;
    trainzutil delete &amp;quot;&amp;lt;kuid:87854:982511580&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* TrainzUtil help&lt;br /&gt;
:&#039;&#039;Display TrainzUtil help text.&#039;&#039;&lt;br /&gt;
* TrainzUtil version&lt;br /&gt;
:&#039;&#039;Display the TrainzUtil build version.&#039;&#039;&lt;br /&gt;
* TrainzUtil echo &amp;lt;TEXT&amp;gt;&lt;br /&gt;
:&#039;&#039;Echo the supplied text.&#039;&#039;&lt;br /&gt;
* TrainzUtil setlanguage &amp;lt;langCode&amp;gt;&lt;br /&gt;
:&#039;&#039;Set the Trainz language to the language code supplied (eg. US, FR, RU, etc).&#039;&#039;&lt;br /&gt;
* TrainzUtil installCDP &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Install an asset from a CDP file.&#039;&#039;&lt;br /&gt;
* TrainzUtil installfrompath &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Install an asset from a directory.&#039;&#039;&lt;br /&gt;
* TrainzUtil installfromdls &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Install an asset from the Auran Download Station.&#039;&#039;&lt;br /&gt;
* TrainzUtil edit &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Open an asset for editing.&#039;&#039;&lt;br /&gt;
* TrainzUtil printconfig &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Print the contents of an assets config file to the console.&#039;&#039;&lt;br /&gt;
* TrainzUtil backupkeywords&lt;br /&gt;
:&#039;&#039;Backup all the keywords of your assets.&#039;&#039;&lt;br /&gt;
* TrainzUtil importkeywords&lt;br /&gt;
:&#039;&#039;Import keywords into the Trainz Asset Database.&#039;&#039;&lt;br /&gt;
* TrainzUtil commit &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Commit any edits that have been made to the specified asset.&#039;&#039;&lt;br /&gt;
* TrainzUtil revert &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Discard any edits that have been made to the specified asset.&#039;&#039;&lt;br /&gt;
* TrainzUtil delete &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Delete the specified asset from disk.&#039;&#039;&lt;br /&gt;
* TrainzUtil list-latest-versions &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Get the latest known version of an asset. Multiple KUIDs may be specified as multiple arguments.&#039;&#039;&lt;br /&gt;
* TrainzUtil list-dependencies &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Get an assets direct dependencies.&#039;&#039;&lt;br /&gt;
* TrainzUtil list-dependants &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Get an assets direct dependants.&#039;&#039;&lt;br /&gt;
* TrainzUtil generateKUID&lt;br /&gt;
:&#039;&#039;Generate a new KUID number in the local user&#039;s KUID range.&#039;&#039;&lt;br /&gt;
* TrainzUtil createCDP &amp;lt;OUTPUT PATH&amp;gt; &amp;lt;KUID1&amp;gt; &amp;lt;KUID2&amp;gt; ... &amp;lt;KUIDX&amp;gt;&lt;br /&gt;
:&#039;&#039;Export assets to a CDP file.&#039;&#039;&lt;br /&gt;
* TrainzUtil repairdatabase&lt;br /&gt;
:&#039;&#039;Repairs the Trainz Asset Database.&#039;&#039;&lt;br /&gt;
* TrainzUtil repairdatabase extended&lt;br /&gt;
:&#039;&#039;Forces DLC packages to be reinstalled and fully repairs database corruption. [https://support.trainzportal.com/index.php?/Knowledgebase/Article/View/36/8/extended-database-repair:Full Details here]&#039;&#039;&lt;br /&gt;
* TrainzUtil authors&lt;br /&gt;
:&#039;&#039;List of all the authorIDs that have content in the game.&#039;&#039;&lt;br /&gt;
* TrainzUtil searchbycategory [-a] &amp;lt;CatgoryList&amp;gt;&lt;br /&gt;
:&#039;&#039;List all the local assets with a category set in this format, &amp;quot;CMP;MESH|BD;-ACTV|VE|SCEN&amp;quot;. Use the -a parameter if you want to search the [[Download Station]] as well.&#039;&#039;&lt;br /&gt;
* TrainzUtil filterbystatus &amp;lt;status&amp;gt; &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;List all assets from the specified list which match the specified status flags.&#039;&#039;&lt;br /&gt;
* TrainzUtil importconsists &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Import an old style Surveyor consist list, creating consist assets for any unknown entries.&#039;&#039;&lt;br /&gt;
* TrainzUtil setnextcontentid &amp;lt;int&amp;gt;&lt;br /&gt;
:&#039;&#039;Provides a &#039;next content ID&#039; hint for the KUID generator.&#039;&#039;&lt;br /&gt;
* TrainzUtil status &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Print the status of the specified asset.&#039;&#039;&lt;br /&gt;
:&#039;&#039;This will output + &amp;lt;KUID&amp;gt; : &amp;lt;Flags&amp;gt; : &amp;lt;category&amp;gt; : &amp;lt;username&amp;gt; where flags are a series of letters with case indicating boolean state. (capital letters are flagged true and lowercase are flagged false.)&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Ee - The asset is open for edit.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Ii - The asset is installed locally.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Aa - The asset is archived.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Bb - The asset is builtin or packaged content.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Dd - The asset is on the download station.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Pp - The asset is listed in the DLS index as payware DLC.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Ll - The asset is locally modified.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Mm - The asset has missing dependencies.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Ff - The asset is faulty.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Oo - The asset is obsolete.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Uu - The asset has an update available.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Xx - The asset is authorised for use in this Trainz installation.&#039;&#039;&lt;br /&gt;
* TrainzUtil validate &amp;lt;KUID&amp;gt;&lt;br /&gt;
:&#039;&#039;Perform validation and display any errors or warnings relating to this asset.&#039;&#039;&lt;br /&gt;
* TrainzUtil compile &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Compile a script file.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-d&amp;gt; Display gamescript documentation.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-s&amp;gt; Silent mode.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-bPATH&amp;gt; Specify a file path for the compile log.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-pPATH&amp;gt; Specify the output directory.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-oPATH&amp;gt; Specify the output library filename.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;PATH&amp;gt; Input source file.&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&amp;lt;-iPATH&amp;gt; Additional include path.&#039;&#039;&lt;br /&gt;
* TrainzUtil encrypt &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Encrypt a script file (gs --&amp;gt; gse).&#039;&#039;&lt;br /&gt;
* TrainzUtil export-package &amp;lt;device-type&amp;gt; &amp;lt;package-name&amp;gt; &amp;lt;package-build-number&amp;gt; [&amp;lt;dependency-package-name&amp;gt; ...] &amp;lt;kuid&amp;gt;&lt;br /&gt;
:&#039;&#039;Export assets to a device package. Multiple KUIDs may be specified as multiple arguments.&#039;&#039;&lt;br /&gt;
* TrainzUtil update-package &amp;lt;package-name&amp;gt;&lt;br /&gt;
:&#039;&#039;Update prebuilt data within a package.&#039;&#039;&lt;br /&gt;
* TrainzUtil install-package &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Install a package from the specified path.&#039;&#039;&lt;br /&gt;
* TrainzUtil uninstall-package &amp;lt;package-name&amp;gt;&lt;br /&gt;
:&#039;&#039;Uninstall the specified package.&#039;&#039;&lt;br /&gt;
* TrainzUtil downloadcontentlistings&lt;br /&gt;
:&#039;&#039;Fully download the latest content listings.&#039;&#039;&lt;br /&gt;
* TrainzUtil listbuilds &amp;lt;PATH&amp;gt;&lt;br /&gt;
:&#039;&#039;Print the list of installed build numbers to a file.&#039;&#039;&lt;br /&gt;
* TrainzUtil @&amp;lt;file.txt&amp;gt;&lt;br /&gt;
:&#039;&#039;Batch-execute a series of commands from the specified text file (every argument must be between double quotes). Every line of that text file will be processed like a separate call to TrainzUtil&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
Due to the Windows command prompt treating the &#039;&amp;lt;&#039; and &#039;&amp;gt;&#039; characters as pipe operators, be sure to include quotes around any KUID parameters.  For example:&lt;br /&gt;
&lt;br /&gt;
    trainzutil delete &amp;quot;&amp;lt;kuid:87854:982511580&amp;gt;&amp;quot;&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Help:VE61&amp;diff=10553</id>
		<title>Help:VE61</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Help:VE61&amp;diff=10553"/>
		<updated>2017-11-01T16:08:21Z</updated>

		<summary type="html">&lt;p&gt;Zikchil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Required tag &#039;&#039;tagname&#039;&#039; was missing and has been set to default.&#039;&#039;&#039;&lt;br /&gt;
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A top-level tag that defines a value that is required for this asset was not found in the [[config.txt file]]. A default value has been supplied for the tag for validation purposes.&lt;br /&gt;
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&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;For Example:&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
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 ! VE61: Required tag &#039;interior-controls-type&#039; was missing and has been set to default.&lt;br /&gt;
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The asset will be configured with the default for the interior controls type (type &#039;&#039;full&#039;&#039; for this example).&lt;br /&gt;
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Notes&lt;br /&gt;
*In some cases the default value may be unsuitable and may create an error.&lt;br /&gt;
*The error message displayed may contain text other than what&#039;s in this example such as, &#039;mesh-table-lod-transition-distances&#039;. Whatever tag is missing is referenced in this manner.&lt;br /&gt;
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[[Category:Validation Errors]]&lt;/div&gt;</summary>
		<author><name>Zikchil</name></author>
	</entry>
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