CCG/Modelling: Aliasing Trains

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Revision as of 05:42, 15 June 2011 by Pev (talk | contribs) (New page: ==Aliasing Trains== '''Note: TS2009 onwards do not accept aliased assets in Content Manager, though they still work in the game.''' Traincars can reference archived locomotive mesh asset...)
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Aliasing Trains

Note: TS2009 onwards do not accept aliased assets in Content Manager, though they still work in the game.

Traincars can reference archived locomotive mesh assets for use with custom textures. This process is done by aliasing the KUID of the archived traincars.

A typical structure of an aliased loco could be as follows:

The textures must have exactly the same names and have exactly the same quantity and pixel dimensions that the aliased mesh uses.

The shadow file of the aliased loco will also be read (if present).


Config.txt File Listing

kuid                  <KUID2:####:#####:1>
alias                 <KUID:-10:183>      The KUID of the aliased mesh
company               "Auran"
origin                "AU"
bogey                 <KUID:###:#####>
engine                1
interior              <KUID:###:#####>
fonts                 1
mass                  97600
kind                  "traincar"
running-numbers
{
  rn-0 #0003
  rn-1 #0004
  rn-2 #0005
  rn-3 #0006
}
smoke_shade           0.18
smoke_random          2.5
smoke_slowlife        6
smoke_fastlife        0.8
smoke_height          1.7
smoke_fastspeed       3.2
enginespec            <KUID:-1:42004209>
enginesound           <KUID:-12:2100>
hornsound             <KUID:-1:42003103>
description           "A test train"
kuid-table
{
  0                   <KUID:###:#####>
  1                   <KUID:###:#####>
  2                   <KUID:###:#####>
}
obsolete-table
{
}
username              "A locomotive"
trainz-build          2.5
category-class        "AC"
category-region       "AT"
category-era          "1980s"



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